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The Book of Ashigaru Yari

Firemaster

Raconteur Extraordinaire
The Book of Ashigaru Yari
Fields of Valor - Collection 7 - Riflemen and Spearmen

ashigaru_yari_original.jpg

If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info.

Character Bio:All throughout the feudal period of Japan, there had been a place for the lowest-class warrior, the ashigaru, on the battlefield. Despite the lack of fighting skills, such as a samurai’s, the ashigaru was nevertheless an important part of the overall battlefield strategy, overcoming more skilled opposition with sheer numbers. The ashigaru became a central force in group combat, forming the backbone of the army.

The ashigaru yari were light-foot soldiers outfitted with typical conical helmets, minimal armor, and spears. Their level of training varied but a good army of ashigaru would hold their ranks and provide the needed support on the battlefield. It is this discipline that Einar sought in the ashigaru yari to support his warriors and battlefield strategy. Even on Valhalla, the ashigaru have a place to fight among the most powerful warriors ever assembled by Einar. (Hasbro)

ENCIRCLE SPECIAL ATTACK
Range 1. Attack 6.
If 3 Ashigaru Yari you control are adjacent to the same enemy figure, they may roll their attack dice as one combined attack. The defending figure compares height to the lowest Ashigaru Yari to determine any height advantage. If Encircle Special Attack is used, the 4th figure that moved this turn cannot attack.
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-Rulings and Clarifications-
  • - ENCIRCLE SPECIAL ATTACK : Attacking with a fourth Yari
    If I don't move a fourth Ashigaru Yari, can I attack with it after using Encircle Special Attack?
    No. Moving 0 spaces is still considered a move.
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-Combinations and Synergies-




Synergy Benefits Received
  • - HATAMOTO TARO : Heroic Defense Aura
    As Ashigaru, the Ashigaru Yari may benefit from Hatamoto Taro’s HEROIC DEFENSE AURA

    - KATO KATSURO : Kato Katsuro's Command
    As Ashigaru Yari, the Ashigaru Yari may benefit from Kato Katsura's KATO KATSURA'S COMMAND activation synergy.
Synergy Benefits Offered
  • - SACRED BAND : Disciplined Army Defense Bonus
    Having a Disciplined personality, the Ashigaru Yari may aid the Sacred Band with their DISCIPLINED ARMY DEFENSE BONUS
    *NOTE: See The Book of Sacred Band for proper application.
C3V and SoV Custom Synergies
Spoiler Alert!
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-Strategy, Tactics and Tips-_________________________________________________________________
-Heroscapers Community Contributions-



Power Rankings

Jexik: Ashigaru Yari- As long as these guys don't clog your starting spaces, the Ashigaru Yari in great numbers can challenge most troops in melee battles. C+

OEAO: Ashigaru Yari- Yari are pretty bad. While Encircle is better than the Zombies' Horde Attack, they are much worse than Zombies at everything else. C+

Cleon: Tier 4 (154/208)

dok (VC inclusive): B-

Master Index
Base a Competitive Army Around: Ashigaru!
Unit Debate #29 -- Ashigaru Vs. Romans
Ashigaru: A Closer Look (How to use)



Unit Strategy Review
  • - TBA
 
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These guys look like fun to me. They are only 10 pts a figure. They have horrible defense and will most likely die before you can do anything. Their special is really cool though. You get 6 atttack and don't have to be on the same level (like with the zombies). Plus u get to move 4 guys beforehand. This means that even if you lose one, you can still use your special attack, which is more than any other unit in heroscape can say so far. Every other unit whether it is zombies or roman archers, lose their cool combined special attack if they lose a figure, these guys don't

I can't imagine these guys will see too much playing in tournaments (i would rather have zombies), but they do look like fun, I love the sculpts. Also the starting zone restrictions also restrict the use of a massive spearman army as well.
 
These guys do look fun, and are very cheap. Their sweet special laughs in the face of the Roman Archers and Zombies. These guys can be very good swarm units. Get five squads of these guys, and it's only 200 points! These guys can also be used as good, inexpensive sacrifices to Cyprien. They're only 40 points, and there's four of them. Plus, with only one defense die, Cyprien's almost gauranteed to kill one each turn. And with 'Chilling Touch' he can even kill two.
 
The small starting zones for most games hurt the swarm a lot. With the grut swarm u have heroes that can soak up pts but these guys rely on massive numbers. es for 200 pts u get 20 figures, which is awesome. But that is only 200 pts, u need to have 200 more pts for even a small 400 pt army, and with only 4 hexes to spare. It would be interesting to try these guys with cyprien as the "cattle" for him. I still can't wait to use anything from wave 7
 
Samurai bonding doesn't make sense to me at all. If you look at the common squads with full bonding, almost none of them have abilities that help them attack/defend outside of their turn. You've got Coward's Reward, Shield Wall, and disciplined army defense, I think that's it. And when a hero receives the bonding, it's almost always one like Marcus or Mittens who gives bonuses that trigger on your own order markers, or at most has an adjacent buff effect like Parmenio or Thorgrim.

But Einar, like Jandar, has more powers (e.g. Kiova and Taro auras) that give boosts active on the opponent's turns. Elite Eastern warriors-- samurai and ninjas-- have signature, defining powers that help them big-time on the opponent's marker.

So you can have your four or six full turns with your bonding army, but your units will mainly just be sitting there passively soaking up damage on the opponent's turn. It's when you go the non-bonding route that you get Raelin, Charos, samurai, ninjas, nakitas, rats, etc.-- the guys who can justify much of their cost on the other guy's turns.

I think it's an important distinction. I had to go back and overhaul several of my customs to conform when I realized it.
 
I really like these guys. They are cheap, reminiscent of grut orcs. They have a very nice Special Attack that works out better than the Zombies and Roman Archers. No worrying about level playing fields, AND you can still use it when your last squad is one figure short.
 
I really like that these guys work without being on the same level. I hardly ever play flat maps so the Zombies see little use in my battles. There defense is painfully low, but they have potential for some major hurt.
 
These guys suck, plain and simple. Throw a couple cheap squads of Romans, Gruts, Warriors of Ashra, or even Sacred Band at them and they'll be cut to ribbons. Combined 6 attack? Big deal. It's only against one figure. One 6 dice roll and your turn is over. Now watch your spearmen drop like flies on your opponent's next turn. And with 2 attack and 1 defense, they can't even stand toe to toe with the crappiest of melee squads.
 
philowar said:
These guys suck, plain and simple. Throw a couple cheap squads of Romans, Gruts, Warriors of Ashra, or even Sacred Band at them and they'll be cut to ribbons. Combined 6 attack? Big deal. It's only against one figure. One 6 dice roll and your turn is over. Now watch your spearmen drop like flies on your opponent's next turn. And with 2 attack and 1 defense, they can't even stand toe to toe with the crappiest of melee squads.

Zombies get 3 attacks of 2 or 1 special attack of 6, and they have to be on the level to combine. Roman Archers get 3 attacks of 2 or 1 special attack of 6, and they must be all on the level, all in range and LOS, and all unengaged to combine. Ashigaru Yari get 4 attacks of 2 or 1 special attack of 6, and they can be on different heights. So of the units that can do this: they are the cheapest; they have the easiest requirements to combine; they roll the most attack dice when they don't combine.

Of course enemy melee squads will shred them; they aren't an anti-melee-squad unit. But these guys could be very efficient against more expensive heroes who lack multiple attacks, like Drake/Carr or some of the Marvel supers.
 
Yeah, I'm not too hot on these guys. On ANY range heavy map, these guys will fold like cards. Heck, you get Aubrians in the opposing army and you can just write them off up front, period. I wouldn't waste my turn markers on them. At 50 points, bonding and shield wall, the Legionaires are a far better value.....

-Ski
 
Why are you guys hating on these guys so much? I love these guys! They're 40 points, and offer you four figures with an attack of two, and an awesome 6 attack special which doesn't matter what height they're on and if you lose one, you can still use the special. Do you know how much damage that 6 attack can do? If you roll three or four skulls, you can wound heavily wound a 'heavy hitter'. Heck, they might even be able to put a wound on Q9. And they're 40 points! Sure after your turn, they'll drop like flies. But that's why you draft three or four squads of these guys, and put yourself in a position where you'll get the first hit, and see how much damage they really do. If you guys think they suck so bad, use them as a 30 point squad and see how broken it'll be. Well, that's my 2 cents.
 
GForce3062 said:
Why are you guys hating on these guys so much? I love these guys! They're 40 points, and offer you four figures with an attack of two, and an awesome 6 attack special which doesn't matter what height they're on and if you lose one, you can still use the special. Do you know how much damage that 6 attack can do? If you roll three or four skulls, you can wound heavily wound a 'heavy hitter'. Heck, they might even be able to put a wound on Q9. And they're 40 points! Sure after your turn, they'll drop like flies. But that's why you draft three or four squads of these guys, and put yourself in a position where you'll get the first hit, and see how much damage they really do. If you guys think they suck so bad, use them as a 30 point squad and see how broken it'll be. Well, that's my 2 cents.

The problem is, with their defense, would they ever even be able to get close enough to range in order to hit them at all? In your example, Q9 could easily mow them down as they try to get adjacent for their attack. While they would do well against other melee squads and heroes, they would be slaughtered by pretty much any ranged squad.
 
Dictatorbilbo said:
GForce3062 said:
Why are you guys hating on these guys so much? I love these guys! They're 40 points, and offer you four figures with an attack of two, and an awesome 6 attack special which doesn't matter what height they're on and if you lose one, you can still use the special. Do you know how much damage that 6 attack can do? If you roll three or four skulls, you can wound heavily wound a 'heavy hitter'. Heck, they might even be able to put a wound on Q9. And they're 40 points! Sure after your turn, they'll drop like flies. But that's why you draft three or four squads of these guys, and put yourself in a position where you'll get the first hit, and see how much damage they really do. If you guys think they suck so bad, use them as a 30 point squad and see how broken it'll be. Well, that's my 2 cents.

The problem is, with their defense, would they ever even be able to get close enough to range in order to hit them at all? In your example, Q9 could easily mow them down as they try to get adjacent for their attack. While they would do well against other melee squads and heroes, they would be slaughtered by pretty much any ranged squad.

Yeah, as soon as I posted that I knew there would be no way the Yari could get to Q9, unless you tie him up with Deathreavers, and bring the Yari in. When I use the Yari, I'll send them out last or when all range is gone or used up because that is when they'll shine. I mean, with a special of six attack, they could heavily wound just about any medium sized hero, and they can put a wound or two on a 'heavy hitter'. The one huge guy I see them shining against is Charos. First, he can only kill one in a single turn, so it'll take him four turns to kill them(unless 'Counterstrike' comes in to play). Second, his 'Counterstrike' doesn't work because of their special, and with two attacks of six(since hopefuly you'll get the first hit, and then Charos will kill one, leaving you for a final special) you can give Charos a few wounds if you get two good rolls in. And that's all for one squad.
 
Teamski said:
rdhight said:
Zombies get 3 attacks of 2 or 1 special attack of 6, and they have to be on the level to combine. Roman Archers get 3 attacks of 2 or 1 special attack of 6, and they must be all on the level, all in range and LOS, and all unengaged to combine. Ashigaru Yari get 4 attacks of 2 or 1 special attack of 6, and they can be on different heights. So of the units that can do this: they are the cheapest; they have the easiest requirements to combine; they roll the most attack dice when they don't combine.

Of course enemy melee squads will shred them; they aren't an anti-melee-squad unit. But these guys could be very efficient against more expensive heroes who lack multiple attacks, like Drake/Carr or some of the Marvel supers.[/list]

You can't compare Roman archers with the Yari. Range vs melee.... Apples and oranges.

-Ski

They're both common squads with 2 attack that combine for 6. I don't think a little comparison will hurt.

You guys are measuring the Yari against ranged multi-attackers like Q9 and Aubriens. Most things with more than 1 attack are going to mangle them-- imagine sending them against Shaolin Monks! To me they scream "hero killer." Let the Kozuke go flying across the board at the Aubriens, or match them against samurai archers or harquebus. Meanwhile, 80 points' worth of Yari trudge toward Sgt. Drake. It's all about getting the matchups you want with these guys.

(Theoryscape Honor System: I have not yet played with this Wave 7 unit.)
 
rdhight said:
nickmodaily said:
I was just thinking that if Hasbro had made these guys Gladiators instead of Ashigaru, they would be freaking awesome and make an incredible team with Spartacus. As Ashigaru, they're kinda worthless.

If they can't even make Hatomoto good using a full pack that synergizes with him, they've got no business trying to make Spartacus good.

Hatamoto has six squads and a hero to work with but he still sucks. His abilities are just too restrictive. They only let figures roll Einar dice for NORMAL and ADJACENT attacks. That's it. Hasbro could release 15 more Samurai or Ashigaru figures and his abilites/synergies would still blow.

Spartacus, on the other hand, has the potential to be great but he doesn't have the support units yet. All he needs are more figures to boost. Right now he only has two. TWO! He would be worth his points if you were able to boost the attack, defense and movement of more that just two figures (all by just placing the X marker on him). The more Gladiator figures that come out, the more Spartacus will see play.

Edit: As for the Ashigaru Yari, all they need is a support hero and Hatamoto is NOT cutting it.
 
GForce3062 said:
Do you know how much damage that 6 attack can do? If you roll three or four skulls, you can wound heavily wound a 'heavy hitter'.

Problem is getting them close enough. Like I said, throw a cheap melee squad in their way and they'll never be able to reach their intended target. Don't have a melee squad in your army? Well, then a turn or two of attacking the spearmen at range means lots and lots of dead yari. 1 defense? 1 defense almost ensures that every time you attack, one of these guys is dying. They might as well have given them 0 defense like the Venocs. Just how do you thnk these guys are going to make it across the battlefield? They're nothing more than target practice for even the crappiest ranged squad, and a very temporary nusiance for melee.
 
Ever seen 7 Samurai? (Duh, I'm sure most of you have)

I would consider using them like that. In a defensive mode, gang up on heroes that are engaged by your samurai.

Also, I would try using them as fodder to protect my ranged guys. They're cheap.
 
Junge Roman said:
Also, I would try using them as fodder to protect my ranged guys. They're cheap.

For 10 more points, I'd much rather use Romans as a meat shield. They have a better attack and can average 3 or 4 defense. And if I can only spend 40, Blade Gruts with their 6 move, disengage, and one more defense would do a better job holding up enemy figures as my ranged units pluck away at them than the yari.
 
nickmodaily said:
He would be worth his points if you were able to boost the attack, defense and movement of more that just two figures (all by just placing the X marker on him). The more Gladiator figures that come out, the more Spartacus will see play.

Oh, I agree. One of my opponents brought home Nakitas and Gladiators the other day, and I was trying to figure out what customs I could introduce that would make Spartacus good. I was thinking, "Since he's so bad, they'll have to be great. Let's see, I'll make them Large Soulborgs, so they're immune to a bunch of stuff. And they'll be a bonding squad, so you can move a variety of other heroes with all order markers on Spartacus. And they'll have Deadly Strike, so that extra attack die just slaughters everything!"

But you know what I found out? They don't really need all that for his sake, because he's just begging to be good. He'd become good at the slightest provocation! Just make some more gladiators, Hasbro! ANY more Gladiators!
 
I have yet to use these guys but am happy for another option for fodder. At first I looked at them and shook my head because of their feeble defense. Like philowar I did a quick comparison to the Blade Gruts and considered them to fall short but then I started to find their relevance. Unlike the Gruts they aren't dependent on a hero in tow to hit someone hard.

I'm sure I'm not the first person to have their Grut army slowed down by some melee squads (no, I haven't forgotten disengage) and have the costly heroes shot to pieces. With the Yari if you are slowed down you simply lose a bunch of cheap squadies. The Yari are about playing the odds. For 120 points you can charge 12 of these guys at a hero with pretty good odds of getting a couple 6 dice attacks in, decimating the hero, and possibly taking down another squadie or two along the way.

I actually look forward to killing off a slew of roborats with these guys since most opponents don't waste order markers on their rats. If my opponent blows them all away with Q9 there is no big loss but if a few of them survive then they have the possibility of damaging a hero.

Head to head against most other squads they are going to flounder but not everybody uses a squad only army. Akin to the Roman Archers these guys are a low cost multi-tasker and a clever player is going to find a good use for them with a nice mix of Einar units.
 
I think they are awesome looking but should have at least Def 2 since they can't compare pointwise to Orc Gruts who are the same points and have bonding, better movement abilities and better defense. Taro can help them a little but still not too impressed with them initially. This view might change after having a chance to play them in different game situations.

Newb.
 
I playtested five squads of Ashigaru Yari against Charos. He had crazy good luck, and the Ashigaru had terrible rolls, but they still put twenty-two wounds on him! (I kept playing until Charos killed all of the Ashigaru.)
 
Well, putting the Yari side by side with the Blade Gruts, I just don't see their points justified.

Orcs:
M6 R1 A2 D2
Orc Champion Bonding
Disengage

Yari:
M5 R1 A2 D1
Surround power. (Which only works with three guys).

That 1 defense is brutal and they just don't justify their point IMO. Kind of sad.
 
Sweetcurse said:
Well, putting the Yari side by side with the Blade Gruts, I just don't see their points justified.

Orcs:
M6 R1 A2 D2
Orc Champion Bonding
Disengage

Yari:
M5 R1 A2 D1
Surround power. (Which only works with three guys).

That 1 defense is brutal and they just don't justify their point IMO. Kind of sad.
Of course, really, once Kato comes out, they might just be worth the points... but we'll see. As of current? They are pure suckage, encased in a wrapper of chocolate suckage, and then mailed to Einar's Doorstep for Halloween.
 
Well I think these guys are pretty useful now. Hide out in little groups of three or so behind trees, ruins, hills, towers and then just pop out and use Encirle to kill.

These guys rock against melee heroes! I mean they own and are almost incincible in a swarm againts melee heroes!
 
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