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The Book of Kumiko

spiteofthedice

no baby bump - false alarm!
The Book of Kumiko Blackmoon's Siege - Collection 9 - "Heroes of the Moon Tribe"


kumiko_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: NA

_________________________________________________________________
-Rulings and Clarifications-


_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
NA
Synergy Benefits Offered
OTONASHI
As a unit with a Tricky personality, Kumiko may aid Otonashi with her TRICKY MOVEMENT 4 Movement enhancement
C3V and SoV Custom Synergies
Spoiler Alert!
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-Strategy, Tactics and Tips-
  • TBA
_________________________________________________________________
-Heroscapers Community Contributions-

Jandar's ninja Kumiko Discussion

Kumiko - What's your army idea?

Power Rankings

Jexik: Kumiko- Fortunately, she's probably the best of the unique female Ninja heroes. Unfortunately, there isn't much competition for that spot. C+

OEAO: C+

Cleon: Tier 3 (180/208)

dok (VC inclusive): Kumiko- a beneficiary of Kantono synergy. B-

Unit Strategy Review
TBA
kumiko.jpg

(photo courtesy of basilmichael)
 
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I used Kumiko today, and she did great. It was a 250 pt. armies and five of us. I was unlucky and was put in the middle of the board. When everyone got close with the squads she cut right though them. When I fought some heroes though she fell quickly.
 
She would see to work well againsts rat screens is she does not get picked off before hand. Special attack prevents scatter and can continue to move after a kill.
 
I could make a strong argument that, at least against certain matchups, Kumiko is part of the best 540 point 'tron army:

80 Kumiko
20 Marcu Esenwein
80 Raelin RotV
240 Gladiatrons x3
120 Blastarons x2
540, 23 hexes

The Gladiatronx4 build hits 520 points, and is really only 500 points, given that you will generally drop a Gladiatron. The further above 520 you go, the harder it is to justify going with a 500 point build. At 550, though, I can include Laglor in stead of Kumiko+Marcu. Laglor gives your Blastarons super range and can use his special for rat clearing. This seems like a really strong option to me, so I wouldn't choose Kumiko alongside 'trons at 550+. So 540 seems like her best chance to shine.

Both Kumiko (Glads hold figures in place for the barrage attack, allowing efficient use of Kumiko) and Marcu (stuck attacking a Raelin-backed Gladiatron if he rolls 17+) have nice synergy with the 'trons.

The clear alternative, and I admit it is a very strong one, is:

100 Krav Maga Agents
80 Raelin RotV
240 Gladiatrons x3
120 Blastarons x2
540, 24 hexes

I'm guessing that build saw some play somewhere at a NHSD event last fall, and probably did pretty well.

In a head-to-head matchup, the KMA build probably wins. In a matchup against a horde of 4th Mass or other ranged figures without blockers, I'd rather have the KMA build. But against range+Deathreavers, I'd probably rather have the Kumiko build. That's far from a trivial advantage!
 
Well met!

Creating an army for Islandscape '09. Romans and 10th Reg. Need Special Power.

150 2 x 10th
100 2 x Romans
100 Marcus
80 Kumiko
50 Me-Burq-Sa
20 Marcu
500

David
 
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Well met!

Creating an army for Islandscape '09. Romans and 10th Reg. Need Special Power.

150 2 x 10th
100 2 x Romans
100 Marcus
80 Kumiko
50 Me-Burq-Sa
20 Marcu
500

David
I like it; another good example of where Kumiko's cheap access to multiple special attacks can come in handy. With 20 hexes committed before Kumiko, repulsors are not a viable rat-clearing option, and every other option costs too much.

I might suggest using the Airborne Elite and Kaemon Awa in stead of the 10th and Kumiko, or I might suggest using Raelin in stead of Kumiko and not worrying about your lack of a special attack. But it can depend on the matchup, and this is another spot where Kumiko can slot in nicely.
 
Lonewolf used her very successfully against me yesterday at the AZ Game Day. I wouldn't discount her hit-and-run ability, even against heroes.
 
“Phantom Walk: Kumiko can move through all figures and is never attacked when leaving an engagement.” With Phantom walk figures are quite literally standing on the same spot at the same time, and it is said that at any point before, during, or after her movement she can attack. Does this mean that she can attack an enemy figure while standing on/with another figure as long as her movement doesn’t end there?
 
Re-read the card. ;) It says she can attack "...as long as Kumiko is on a space where she could end her movement."
 
I did a battle all the ninjas (heroes and squads) v.s. Hatamoto Taro, and the Tagawa, Kozuke, and Izumi samurai. (which, if my math was correct, was 410 points on 410 points) I used kumiko all most the entire game because 1. she can use a special attack (avoids counterstrike) and 2. she can hit up to three figures a turn. It was looking horrible for the ninjas as it was down to all the samurai army still alive v.s the Ninjas of the Northern Wind, Isamu, and a 1 life Kumiko, and then (as most heroscape battles seem to even out) kumiko in one turn wiped out a Tagawa and 2 Kozuke, and went on to take out 2 more Izumi, another Tagawa, and the last Kozuke samurai. (all of this while she was at 1 life) Then she fell to the Izumi. The NotNW mopped up HT and the remaining Tagawa, and Kozuke samurai. She was well worth her 80 points.
 
I did a battle all the ninjas (heroes and squads) v.s. Hatamoto Taro, and the Tagawa, Kozuke, and Izumi samurai. (which, if my math was correct, was 410 points on 410 points) I used kumiko all most the entire game because 1. she can use a special attack (avoids counterstrike) and 2. she can hit up to three figures a turn. It was looking horrible for the ninjas as it was down to all the samurai army still alive v.s the Ninjas of the Northern Wind, Isamu, and a 1 life Kumiko, and then (as most heroscape battles seem to even out) kumiko in one turn wiped out a Tagawa and 2 Kozuke, and went on to take out 2 Izumi, a Tagawa, and the Kozuke samurai. (all of this while she was at 1 life) Then she fell to the Izumi. The NotNW mopped up HT and the remaining Tagawa, and Kozuke samurai. She was well worth her 80 points.

This is a good post, because it finally gives some practical evidence of Kumiko's potential. I don't have the wave 9 figs, but has anyone seen Kumiko as a good counter to Rats (God, I hate rats!). Her phantom walk and 3 special attacks is actually unique and seems designed to counter an onslaught of rats. However, her 3 attack v. 4 def might make this a moot consideration. Anyone try this out in a real competition?
 
Yeah, when I looked at Kumiko I found myself saying "Why would I choose her instead of Raelin the first?".

I dunno, maybe because you're tired of constantly playing the same old pieces?

Same old pieces? Hmmm... Migol, Axegrinders, Brave Arrow, MRT, Capuans, Repulsors, TBR, Dividers...

Where did kumiko go!?!?!

Huh, the only work she could get was at the ninja bachelor party I guess. :p

Why are they all girls?(excluding Isamu of course)

-Facepalms-

That's just wrong on so many levels...

Anyway... I think her power looks decent, but she's a niche unit, no doubt about that. But then again I make some good game scenarios with niche units, which is why I'm glad she's on her way :)
 
Lonewolf used her very successfully against me yesterday at the AZ Game Day. I wouldn't discount her hit-and-run ability, even against heroes.

This was a rather cryptic comment to me until today. I hadn't really ever tried her out before and discovered just how nifty the hit-and-run aspect can be. It means that against melee figures, she almost never has to take an attack against her from height since she can move adjacent, attack and then move away. I may need to try to incorporate her into more armies.

~Aldin, counterstrike bypassingly
 
Lonewolf used her very successfully against me yesterday at the AZ Game Day. I wouldn't discount her hit-and-run ability, even against heroes.

This was a rather cryptic comment to me until today. I hadn't really ever tried her out before and discovered just how nifty the hit-and-run aspect can be. It means that against melee figures, she almost never has to take an attack against her from height since she can move adjacent, attack and then move away. I may need to try to incorporate her into more armies.

~Aldin, counterstrike bypassingly

Kumiko rocks, I think more people would understand that if she didn't cost 80 points. If she were priced at 75 points people would stop mentally comparing her to Raelin and maybe actually play with her more.
 
Kumiko is quite good actually. There may be an arguement whether or not SHiori is better, but used together they are a good combo.
 
Lonewolf used her very successfully against me yesterday at the AZ Game Day. I wouldn't discount her hit-and-run ability, even against heroes.

This was a rather cryptic comment to me until today. I hadn't really ever tried her out before and discovered just how nifty the hit-and-run aspect can be. It means that against melee figures, she almost never has to take an attack against her from height since she can move adjacent, attack and then move away. I may need to try to incorporate her into more armies.

~Aldin, counterstrike bypassingly

Honored to be of service.
 
I was just thinking she might be a good/cheap draft against a zombie army.

I really don't see using her after Sharwin Wildborn can devastate squads with range, for only 30 points more and better stats.
 
I was just thinking she might be a good/cheap draft against a zombie army.

I really don't see using her after Sharwin Wildborn can devastate squads with range, for only 30 points more and better stats.

:headshake:
I don't like to mean to call you out or nothing, but it might be wise to say Shawin is better than Kumiko in Sharwin's book. I really don't like when someone calls a piece out on their faults and then goes and says something is far better(especially in a specific thread). I don't go in the Drudge's book and say "Q9 is 10 times better than these guys". Now I would rather say that Q9 is good counter for the Drudge for whatever reasons. Of course this is all my own opinion and should only be taken as such.

Now for a serious topic:
That special attack just sounds powerful. I think she may be useful as a shock team leader or assassin. Squad-like attacks, an overall decent defense, strategic value, and a semi-small sculpt makes her good for a role needed in some armies.

I think she'd need some back-up so perhaps more "Hit and Run" figures would be useful;).

PKsx4 320
Kumiko 400
Range fills the rest of desired point total.

Hammer range and go for easy kills with the PK's. Use Kumiko to lash out on a hero(preferably support). Range deals with whatever.
 
;) Speaking of all female teams, and updating her niche possibilities, I just used Kumiko as a glyph grabber on The Moonbeams, my first Team Good for my first solitaire River of Blood Campaign. The glyph she grabbed was Brooch of Shielding--which she didn't need, having Phantom Walk already--but she was able to pass it on to another hero. Her low life amount makes her a gamble to recover during Second Wind, but such is the life of a ninja...

So I hail Kumiko's reappearance on my table after some time with a note to her very own book! She is now somwhat "overshadowed" by her teammate Mika Connour (ouch!) but in our Scape Group we like to see every figure getting off the shelf now and again. She's certainly an interesting and flexible hero, and useful in the right situation.
 
I would like to see something in the Clarifications section about her Ninjutsu Barrage Special Attack. Since she is not "moving and attacking normally," which rules still affect her movement? Specifically, does she have to stop in water, and does she get a movement bonus on road?

I think if she is moving normally, she would get the road bonus and should stop in water. Moving "abnormally," it seems she would not get the road bonus and not have to stop in water.
 
I would like to see something in the Clarifications section about her Ninjutsu Barrage Special Attack. Since she is not "moving and attacking normally," which rules still affect her movement? Specifically, does she have to stop in water, and does she get a movement bonus on road?

I think if she is moving normally, she would get the road bonus and should stop in water. Moving "abnormally," it seems she would not get the road bonus and not have to stop in water.
It is definitely not a normal move, so she does not get road bonus. However, water stops all movement, normal or otherwise (see NotNW). So she would have to stop in water.
 
Yeah, Ninjitsu Barrage is definitely an example of a "locked movement" special power, so you may never move more than 3 spaces with it.

FAQ 12.2 said:
Locked Movement Special Powers
Examples: Gain High Ground, Stealth Leap, Swing Line 4,
Grapple Arm, Gladiatron Movement Bonding, and
Disappearing Ninja

Are the movement values listed in the special power
section of the cards (Like Shaolin Monk's Stealth
Leap) affected by enhancements (road, glyphs, etc)?

No, they are not affected by enhancements; they are static
move values that cannot increase. Note: Movement
ENHANCING powers like the Kozuke Samurai are not
covered by this FAQ.
 
I would like to see something in the Clarifications section about her Ninjutsu Barrage Special Attack. Since she is not "moving and attacking normally," which rules still affect her movement? Specifically, does she have to stop in water, and does she get a movement bonus on road?

I think if she is moving normally, she would get the road bonus and should stop in water. Moving "abnormally," it seems she would not get the road bonus and not have to stop in water.
It is definitely not a normal move, so she does not get road bonus. However, water stops all movement, normal or otherwise (see NotNW). So she would have to stop in water.

I have a follow up question on this. If Kumiko moves one space into water, and then attacks, can she then move out of the water?

Essentially, when Kumiko stops moving to attack, does she begin a new "move" when she moves?
 
I think it's all part of the same fixed move, and so she wouldn't be able to continue moving after entering water.
 
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