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Old December 17th, 2007, 07:10 PM
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Unit Strategy Review: How to use Kee-Mo-Shi

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Unit Strategy Review
Unit: Kee-Mo-Shi
Author: Bloody the Marro Stinger (with a little help from my Mindshacklers!)

This vile witch was summoned straight from the swamps of Marr some time ago but only recently has she begun fighting outside of the shadows. Her generals find keeping her in line and utilizing her potential power very difficult, especially with her tendency to die, so we shall examine how to best use Kee-Mo-Shi, moving her one step closer to Vahallan domination.

Let’s take a look at her stats:

Analyzed Statistics
Cost - 130 - Knight Class Unit
Size - Medium 6 - Vulnerable
Life - 4 - Below Average
Move - 6 - Fast
Range - 1 - Melee
Attack - 4 - Above Average
Defense - 4 - Average
Mindshackle 19 - 10% chance of turning an adjacent Unique hero or squad to your side. - Longshot
Toxic Skin - 20% chance of inflicting a wound to an adjacent figure. All adjacent figures are affected. - Subreliant

In-Depth Analysis
Each unit is complex, and must be carefully analyzed to be truly understood. For Kee-Mo-Shi, let us begin with her cost. By cost, we refer mostly to their value in points, but also to their importance in your army. To simplify analysis, Agatagary has created several categories of cost, based on chess pieces, for comparison and nomenclature. For reference:

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
Kee-Mo-Shi is a Knight Class unit. This is partly due to her cost of 130 points, but also due to her ability to both inflict automatic wounds and to Mindshackle opponent's unique figures. While Kee-Mo-Shi, being immortal, doesn’t mind dying that much, a general will find her untimely death a hindrance. Kee-Mo-Shi works best when she can either Mindshackle or kill a unique figure before it can ransack the rest of your army but she needs the utmost care to do so.

Offense
Kee-Mo-Shi’s Attack of 4 can decimate most common units and cause at least one wound to unique figures. With a little luck, Toxic Skin will add an additional wound to unique heroes or entirely destroys squads and common heroes adjacent to her. Best of all, the more units she ends her turn adjacent to, the more damage her Toxic Skin can inflict, and with a threat range of 7 that can be quite a few units!

Survivability
Kee-Mo-Shi's Defense and Life of 4, plus the extreme danger she poses to your opponent, often makes him go into “seek and destroy“ mode. She won't last long at all against such concentrated effort so even one wrong move results in her ending up dead. Not only this, but Kee-Mo-Shi has a very bulky sculpt in sharp contrast to most Medium Units, making her very hard to conceal.

Strategy
Kee-Mo-Shi is potent when used properly. She relies primarily on her ability to either Mindshackle or quickly kill a Unique unit and she can do both effectively--Mindshackling can turn a losing game into a clear win, while killing the unique figure in question might be just turn the tides for victory.

The problem is getting her safely into position. Her Defense of 4 is not going to hold her up that long against that many ranged assaults. From here, we can determine that Kee-Mo-Shi can be used at two distinct times during the battle and her strategy should be approached differently depending upon when she is activated.

First off, remember that Kee-Mo-Shi is Tricky, not Relentless or Angry or Valiant. She's Tricky, so play her as a Tricky Marro Warwitch, striking from the shadows to imprison Unique Figures with her mind. Don't play her as a tank like you might play a figure such as Krug.

The first role Kee-Mo-Shi can take is at the end of the battle. Here, it is likely that the only units that are alive are melee squads that Kee-Mo-Shi can kill or Unique Figures which she can Mindshackle or Toxic Skin. Rush her into battle and target the Unique Figures first - if you can secure your win (or help your last ditch effort) by Mindshackling that squad of Krav Maga Agents in the end game, you probably have a win in the bag. If you face commons, resist the urge to send her out against all of them at once - pick them off one by one. Of course, using her in this way makes one ask a tough question - “Why use Kee-Mo-Shi for this when I can use Kaemon Awa for this?”

There really isn’t a definitive answer there. Generally, if you predict to face unique units at the end game, pick Kee-Mo-Shi. If you predict anything else, pick Kaemon Awa. However, even with that in mind, predictions often aren’t correct in one way or another. Sometimes you might draft Kaemon Awa when you predict commons at the end game, and face Uniques instead! Such are vagaries of Heroscape. However, to help your decision to select Kee-Mo-Shi seem more profitable, consider next the other way to use her.

To some people, it might seem suicidal to rush Kee-Mo-Shi into the fray early on. Yet, there is a very easy way to get her in there with minimum of fuss, and doing so can pay great dividends. Brunak, similarly to Kee-Mo-Shi, is a quite underrated and underestimated unit. Oddly enough, despite the massive differences between Kee-Mo-Shi and Brunak, they work extremely well together. Kee-Mo-Shi, despite doing fairly bad against Common Squads who get multiple attacks on her, is extremely effective on Unique Figures, including heroes, thanks to her Good 4 Attack and Mindshackle 19. Common squads are Brunak's specialty with his Blood Hungy Special Attack. Brunak’s first job is to use his Carry ability to allow Kee-Mo-Shi to get there.

When using the Brunak/Kee-Mo-Shi combo, send them out early. Generally, the earlier you send them out, the earlier you can intercept your opponent’s unique units. If his Unique Units aren’t in a position where Brunak can easily make a path, wait until later. When the time is right, send out Brunak and drop off Kee-Mo-Shi in a position near the battle zone where she can wait in relative peace, waiting to strike. Ideal places to put Kee-Mo-Shi include behind Ruins, Trees, and especially Glaciers. Rush out Brunak and assault the units guarding the Unique Figure. Hopefully Brunak can do some damage to the guards using his Blood Hungry Special Attack so that Kee-Mo-Shi can come in to the hole Brunak made. She shouldn’t have too many problems getting there with her own good Move of 6. Once Kee-Mo-Shi is engaged with the Unique Figure due to the hole Brunak made, assault it with Toxic Skin and Mindshackle 19, and it will either turn on your enemy or be wounded and easier to kill on a later turn. If Kee-Mo-Shi is still alive afterwards, and still hasn’t killed her points worth, target more Unique Figures or tie up the enemy long enough for your reinforcements to come in.

Theracus, generally, doesn't work as well as Brunak does for ferrying Kee-Mo-Shi to her victims, but he's less expensive and can get there quicker. However, he cannot allow Kee-Mo-Shi to get adjacent to the Unique Hero/Squad like Brunak can, and Brunak is good against heroes himself, so if you can spare the points, it is usually better to get Brunak. Note, however, that Theracus does save you tons of points, allowing you to get more forces to back up Kee-Mo-Shi!

While using the Brunak/Kee-Mo-Shi combo, be sure to reinforce your position with Ranged Units. Brunak, even with a Great Defense of 7, will fall under repeated fire from your opponent’s own ranged units, leaving Kee-Mo-Shi stranded and easy prey. Pick off enough ranged units to allow your combo to come to fruition. Toward this end, you might sendout swarm units like the Deathreavers or the venoc Vipers to engage enemy ranged units, or you might use a unit like Syvarris or Major Q9 to pick them off from afar before sending the Brunak/Ke-Mo-Shi combo out.

Other good figures to pair Kee-Mo-Shi with, for that matter, are Raelin and Thorgrim. Thorgrim is great for Theracus to carry, and Raelin can quickly reinforce your posistion by herself. Their auras will help Kee-Mo-Shi live longer. A point that cannot be stressed enough are squads to support you - ideal ones are units that can tie the enemy up like the Deathreavers and Ranged squads like the Krav Maga Agents or Marro Stingers. After the Deathreavers tie up the enemy, they can do little to stop Kee-Mo-Shi and the Marro Stingers'/Krav Maga Agents' advance!

While Kee-Mo-Shi relies on the fickle fate of the dice, you can do various things to increase her chances. Su-Bak-Na, if you are already carrying Brunak, is not a viable option for 500 point games, though he might be in 600 or above. If he’s in, though, he boosts your Toxic Skin chance to 25% and Mindshackle chance to 15%, as does the Glyph of Lodin if it’s on the map. If you manage to get both, you have a 20% Mindshackle chance and 30% Toxic Skin chance! In the economy of Heroscape, you are better off taking Su-Bak-Na if you also have other units that benefit from him, such asthe Marrden Hounds or any of the other Marro Units.

In general, Unique Figures suffer the most from Kee-Mo-Shi’s attacks. Her ability to Mindshackle them or reduce their effectiveness significantly by wounding them (or reducing the amount of figures they can activate in the case of squads) with Toxic Skin and her Attack of 4 is a powerful asset. Common Figures eat Kee-Mo-Shi for breakfast by repeatedly blasting her or hitting her with their powerful blades, so using her against them isn’t a very viable option, in spite of her ability to take a few out with her. Exceptions might be high priced commons like the Templar Cavalry or the various Kyrie Squads, as these are rarely drafted in large numbers due to cost and are expensive to for your opponent to lost if even one of his figures is taken out by Toxic Skin and one other taken out by Kee-Mo-Shi's Attack of 4.

If you decide Toxic Skin has the better payoff for you, it is better to use it against Unique Squads. You have a better chance of activating it the more Unique Squad Members you are adjacent to, and killing one of them by Toxic Skin hinders their plans significantly. Not only that, but remember you can attack before you roll for Toxic Skin, so take that into account - chances are you are going to kill a Unique Squad member before you use Toxic Skin, so keep that in mind. Ideal Unique Squads to target are the Izumi Samurai and Tarn Viking Warriors, as they have low attack but high defense Toxic Skin can exploit. In addition, the Izumi, with a Low Attack of 2, will not stand much of a chance of wounding Kee-Mo-Shi.

On the other hand, if the situation calls of a Mindshackle, it is better to use it against Unique Heroes, though if you go for the Toxic Skin, be aware that you can Mindshackle them as well. It is usually harder to kill a Unique Hero then Unique Squads for Kee-Mo-Shi, so why not ignore that altogether and turn them to your side? You won't get it on the first try, though, so you're likely going to have to wound them if there isn't a better target.

If it really matters to you about leaving Kee-Mo-Shi alive till the end of the battle, be sure to reinforce her posistion with ranged units - the Marro Stingers work perfectly for this, able to decimate any Common Figures foolish enough to interfere with Kee-Mo-Shi's plans. Other then that, make sure to have her retreat after she Mindshackles or Kills the enemy.

Optional Strategies
Convertion Payload
If you are playing a high point game, pack along Brunak, Kee-Mo-Shi, Ornak, Ne-Gok-Sa, and some Heavy/Blade Gruts. Use Ornak to take turns with Brunak and Kee-Mo-Shi OR Ne-Gok-Sa, and convert your opponent's Unique Heroes to your side en masse! Not only that, but if you happen to gain an Utgar Unique Hero, you can now activate that hero by Ornak's power, leading to your opponent wondering why all his Heroes rebelled and slaughtered him!
Dragon Scarer
An interesting way to play Kee-Mo-Shi is to have her do a suicidal rush against any Dragon, such as Charos. If your initial Mindshackle attempt doesn't work, attempt to damage the dragon as much as you can. Your opponent, out of fear of mindshackle, will usually target Kee-Mo-Shi, even if you have more dangerous units in play. Use that to your advantage and move up the rest of your army in this opportunity!

Units to Avoid
The following Unique Figures are hazardous to your health, but Kee-Mo-Shi might be able to kill or Mindshackle them before they can do the same to her.
Morsbane - This mage can negate the only reason one would use Kee-Mo-Shi, but his survivability is fairly low. It is possible to kill him before he can kill you, but only if you actively attack him! Don't operate within the range of his Rod of Negation and ignore the threat he represents.

Sudema/Braxas - These two will either turn Kee-Mo-Shi to stone or Acidify her if given the chance. Don’t give them that chance. Lead with Brunak and damage them first, and then bring in Kee-Mo-Shi to finish them off. Better yet, just go on and face better, less risky targets.

These Common Figures, on the other hand, are deadly to Kee-Mo-Shi’s health and should be avoided under all circumstances.
Marrden Hounds - Brunak hates these, and so should Kee-Mo-Shi. Their Marro Plague can poison Brunak and Kee-Mo-Shi until they die a painful death, and the duo can’t kill the Marrden Hounds quickly enough. Avoid them.

Deathstalkers - Also not a threat to take lightly, the Deathstalkers are immune to Mindshackle and Toxic Skin and can easily kill Kee-Mo-Shi. Avoid them like the Plague.

For additional information see The Book of Kee-Mo-Shi

The user formerly known as Bloody the Marro Stinger!

Last edited by Malechi; June 5th, 2008 at 02:22 PM. Reason: Changed contact info
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  #2  
Old December 17th, 2007, 07:20 PM
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I love to just rush her into battle and have my opponent target her while she is being targeted you can move your units into the spot you want them another good unit I feel to use next to her in battle are the WoA and the Microcorp agents they always work well for me.

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Old December 17th, 2007, 07:22 PM
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ThrasherDarkrai ThrasherDarkrai is offline
 
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Great point, Shades Fan. Due to Mindshackle, your opponent will always have an irrational fear of Kee-Mo-Shi and target her. You can use it to target other figures. Plus, that very same fear of Mindshackle makes Ne-Gok-Sa the best tank ever...

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Old December 19th, 2007, 02:57 PM
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I love the idea of rushing dragons. If you take ANY of the dragons, you have earned your points and then some. If not, you can always try to soften them up with 4 attack and toxic skin. I think this is going to be my primary use for Kee Mo Shi now.

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Old January 9th, 2008, 03:58 PM
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a combination not to be taken lightly in a high point game is ne-gok-sa, ma-bork-sa, Su-bak-na, and ornak. With su-bak-na's bonus both mind shackle's are farily reliable in a long game. With Ornak's ability you can take a turn with both of them, increasing your chances at taking your opponents figure's. With Marro ranged units such as the marro warriors or even the marro drones for diversionary purposes you cna hold up units long enough for both Ma-bork-sa and Ne-gok-sa to take their tunrs under ornak and possibly mindshackle a unit or two into your command.
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Old January 9th, 2008, 05:35 PM
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Quote:
Originally Posted by boogle
a combination not to be taken lightly in a high point game is ne-gok-sa, ma-bork-sa, Su-bak-na, and ornak. With su-bak-na's bonus both mind shackle's are farily reliable in a long game. With Ornak's ability you can take a turn with both of them, increasing your chances at taking your opponents figure's. With Marro ranged units such as the marro warriors or even the marro drones for diversionary purposes you cna hold up units long enough for both Ma-bork-sa and Ne-gok-sa to take their tunrs under ornak and possibly mindshackle a unit or two into your command.
Cool, but this is Kee-Mo-Shi's thread.
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Old January 10th, 2008, 02:30 AM
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I enjoy using Kee-Mo-Shi with a ranged unit such as Stingers/Tagawa Archers. Moving them into battle together always seems to force your opponent to either destroy her right away giving your ranged units the chance to get a good posistion, or she can engage and do some damage and possibly mindshackle a close unique. One draw back i've seen with her though through my own experience is that she doesn't usually last long especially and if your not rolling 19-20's on command and that can make her a big waste of time.

Shes not right for every map or army, and always seems to be a late addition to my armies.
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Old January 26th, 2008, 04:03 PM
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I used to bring Kee-Mo-Shi right up the gut, but she got killed too often, so now when I use her she brings up the rear. I've never used the Brunak combo though, I think I will try it. One way to get her into battle a little quicker would be to stay with Thorgrim (I think the original post mentioned this). Or send him in first and when he dies put him on Kee-Mo-Shi's card. I've had much success turning good characters into great characters with Thorgrim on the card. Be aware that common soulborgs negate all of your powers. And remember, you're never out of it if you've still got Kee-Mo-Shi.

Good shackling to you all, may the dice be with you!
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Old January 27th, 2008, 02:13 AM
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Played my g/f tonight and drafted KMS and Brunak w/ Su-Bak-Na. I was able to quickly get to her figs with Carry and got off a couple quick Mind Shackles. My first two rolls were 18s. One problem... the rolls were with Ne-Gok-Sa! I figured I'd send the tank first and have KMS come in later. If I'd done it the other way around, I would have taken Q9 and probably James Murphy off the rip. Game over.

Oh well, I stand by my decision, even though the dice didn't work the way I wanted them to, but when do they? By the way, I won that game by destroying almost ALL her figures with a very Blood Hungry Brunak. I kid you not, when the game was over, he had ZERO wounds... and he and NGS were the first ones I sent in!
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Old February 7th, 2008, 11:43 AM
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Be carefull with the timing of ki- mo- shis movement with brunak, he isnt safe from here toxic skin either.


"After attacking, you must roll the 20 sided die for EACH figure adjacent to ki-mo-shI".

The other marro pleaded with the almighty hive lord to keep her locked away with the hounds, but the hive lord would not hear of it.

But if you are using brunak as a pawn to use them together then..."have fun storming the castle".
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Old February 7th, 2008, 02:14 PM
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Quote:
Originally Posted by idgit
Be carefull with the timing of ki- mo- shis movement with brunak, he isnt safe from here toxic skin either.


"After attacking, you must roll the 20 sided die for EACH figure adjacent to ki-mo-shI".

The other marro pleaded with the almighty hive lord to keep her locked away with the hounds, but the hive lord would not hear of it.

But if you are using brunak as a pawn to use them together then..."have fun storming the castle".
The idea is to launch her. When she takes her turn, don't leave her sitting next to him!

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Old February 19th, 2008, 08:51 PM
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Also try:

Brunak, Ornak, and Kee-Mo-Shi.

With Order Marker 1 on Ornak, carry KMS out with Brunak, then complete the move across the board on KMS's turn and begin the havoc-wreaking. You can then send Brunak back for reinforcements or concentrate your efforts with KMS (who doesn't really need help, she needs luck). But if she's going to work, no reason she shouldn't work early.
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