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The Book of Moriko

Soul Shackle

New member
The Book of Moriko
Defenders of Kinsland - Collection 8 - "Heroes of the Molten Sea"



B6069670-D56F-E112-446A69BA0F766D78.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: - Silvery phantoms fly about her blurred form. When she brings her flashing twin blades to rest, the wooden men surrounding her remain still for a moment, and then all at once they fall to hundreds of cleanly cut pieces.
An elderly man, hunched over an ivory cane, peers out from the shadows of a wide-brimmed hat.
"Your training is nearly complete Moriko, only one task remains." The old man speaks in a wavering voice, "You must kill me and win your place as my heir."
"Master, no I can't do that," the young ninja cries.
"Do not dishonor yourself and your bloodline girl!"
"I can't... I won't... I won't fight you master. The old ways are flawed. It doesn't have to be like this! I won't fight you!"
"You will fight or you will die," the old man growls.
Moriko lays her blades at her feet and crosses her arms behind her back.
"Foolish girl," the old man shouts as he draws a blade hidden within the shaft of his cane and dashes forward with unexpected grace and speed. "You are not worthy!" He brings his blade down on the girl, but it tastes only air, the girl vanishes from beneath it.

(Hasbro)


_________________________________________________________________
-Rulings and Clarifications-
- N/A​
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Recieved
  • ACOLARH: Ullar's Amulet
    As a unit that follows Ullar, Moriko may benefit from Acolarh's ULLAR AMULET movement bonus.

  • TANUKI TRICKSTERS: Tanuki Aruki
    As a Medium Ninja, Moriko may be moved by Tanuki Tricksters' TANUKI ARUKI.
Synergy Benefits Offered
C3V and SoV Custom Synergies
Spoiler Alert!

_________________________________________________________________

-Strategy, Tactics and Tips-

- TBA

_________________________________________________________________

-Heroscapers Community Contributions-

First Impressions
Army Ideas
Overpriced vs. Ninjas of the Northern Wind?

Power Ranking and Master Index

C-

Unit Strategy Review

- TBA

Images
moriko.jpg


(Images courtesy of truth)
 
Last edited by a moderator:
really looking forward to using her when she comes.

I like the idea of obliterating low defense squads with her.
 
She really turned out to be better than I'd thought. My buddy drafts her almost everytime. Jexik's magic 4's really make a difference with her. And with Phantom Walk, it's not hard to turn those 4's into 5's.
 
More Moriko please!

Any insight on Moriko?
I would Really like to read some experiences and compatibility suggestions.

I recently drafted her with Shiori alongside a bunch of undead.
My son had a mostly Viper army.

Moriko can really whip up a Saber Storm when needed! She dealt a lot of pain to the Venoc Warlord and his Protectors. I think she makes a fine addition to the ninja category of Heroscape.

While I'm on that note, Phantom Walk and 6 Movement is the epitome of a ninja in Heroscape, huh?
It's the ability that really nails the idea of assassins getting where they need to go while being slippery and stealthy.
 
I'm a fan of Moriko. She's great for clean-up, in my experience... but one game it came down to Moriko vs. Gurei-Oni and Wo-Sa-Ga, both with full life. Gurei-Oni ended up winning... but with three wounds! So, yeah, she can definitely dish out the damage when needed.

Not really any synergies I can think of; more of a tag-along in my games. Very versatile, though... squad-slayer or hero-hamper-er, depending on the situation.

...

It's hard to find an alliteration for hero!
 
There has not been much discussion about Moriko, partially due to her lack of obvious synergies and also due to the fact that many cool new units have come out recently with similar or seemingly better attributes. I am assuming she is as underused and misused in your home games as she is in mine. Here are some strategies, comparisons and synergies that I have been working with in recent games.

First off, Moriko is seemingly expensive for her basic stats when compared to similar point cost heroes like Kaemon Awa, Brunak, Sgt. Drake and Agent Carr. She is arguably most similar to Agent Carr in basic stats and special attributes. Based on this first observation, one would assume that her point value is justified by her special attributes more than by her basic stats. Due to the fact that Agent Carr and Moriko are so similar, I do not suggest ever putting them in the same army as their tactics would be too similar and predictable.

Traditionally I have played Moriko as a counter draft to Samurai armies as her Special attack will bypass the Samurai’s counter strike as well as give her the ability to take on multiple Samurai in a single turn. However, based on this strategy, Brunak would always be a better option than Moriko as his special attack has more attack dice and he can engage more Samurai with his double hex size and therefore could potentially kill more Samurai in a single turn. This situation can be expected to be the same versus nearly any group of squads, where Brunak can engage more figures and have better statistical odds of destroying them. Therefore I am nearly convinced Moriko was not designed to be a squad killer. Unlike Brunak, Moriko is guaranteed multiple attacks when an attack fails to kill, which to me suggests “get her adjacent to high priority targets and put the hurt on!”

Factoring in her ability to phantom walk further drives this point home, where with Brunak you should try and kill everything you come into contact with, Moriko should ignore the insignificant opponents and go straight into battle with higher priority targets such as Raelin, Taelord, Flag Bearers and Kato K. This leads to my synergy discussion, despite their similarities, I feel that Brunak and Moriko work extremely well together when they are played a specific way. My suggestion is to stick Moriko on Brunak’s back and have him plug up the enemy and kill what he can on his turn. Markers 2 and 3 are on Moriko to go for the main kill. You should use the terrain and Brunak’s double hex to deny your opponent access to Moriko while you wait for your turn 2. While Moriko is going after the kill, Brunak will hopefully be taking the barrage of your enemy’s attacks, his defense should hold up until Moriko’s job is done.
 
Jexik's magic 4's

I must have missed this . . . link, please?

I think he's referring to my statements from this discussion: http://www.heroscapers.com/community/showthread.php?t=17111

ParaGoomba Slayer said:
It's kind of funny how I roll shields better on two dice than on 3.

The magical number for me seems to be 4. Knights of Weston and Deathreavers never seem to die, and when they do, it's no big deal really. Krug or Braxas enhanced to 4 defense are ridiculously hard to bring down.

Ever since Raknar's Vision, which is as long as I've been playing, I've felt that there's been a pretty good balance between Squadscape and Heroscape. For 400-500 points and a 24 hex limit, squads will see a lot of play, but as the point total rises much higher than that, it'll definitely swing back the other way.

I think the key thing that Ron is noticing is that it helps to have multiple attacks, and to spread risk out among multiple figures. In the short term, it's very easy to roll just one or two skulls with Sgt. Drake's big attack, or 2 shields when you needed 3 for Deathwalker 9000's defense.

I actually haven't tried Moriko yet in a game, but I have a feeling that she'll die quickly. 4-life melee heroes that don't bond with anything are generally pretty weak. I am intrigued by manger's idea though. It ought to work well in a mostly unique game.
 
There are some units that I'd swear were designed with Jungle Tree battlefields in mind... Moriko is one of 'em.

For a 4-life character, 5 Defense seems to be the "magic point" where they've got some staying power... Dund is a great example of this. With his long-awaited resurgence with his new and bestest friend Skahen, Dund is proud to prove just how tough of a doggin he is!! :D 5 Def & 4 Life is solid and respectable.

Moriko's fun to play (which makes her a winner in my book), but she does require more careful play to keep her alive. Wise use of Rats, Raelin, Viking Spirits, Brunak (good suggestion manger!), and the high ground can help keep her alive long enough to do her job (strike at high-value "starting zone" figures.)

I hope we someday get a new Ninja Acolyte squad who allows you to first move any Ninja Hero in LOS... or perhaps an ability similar to the Minions where instead of taking a turn with the Acolytes, you may instead take a turn with any Ninja Hero you control... Providing some sort of Ninja synergy for characters like Moriko would be great!

Until that day, she'll likely be undervalued due to the 4L/4D stats... (oh, the difference one more defense dice would have done for her!!)

SW8K
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I've used Moriko twice when the new units first came out, and I had a fair amount of success with her. She does seem overpriced at times, but, in reality, her Saber Storm Special Attack is great in the end game. She stood her ground and took down Q10 and some squaddies that tried to keep her engaged.

I like her, and she has the ability to really shine. Using her with Brunak is a wonderful idea.

She is like Carr, though. She can be extremely tough to kill, but she can fall just as easily. Saw that happen as an opponent (the falling), but for me, she's been the opposite (the tough one).

My two cents.;)
 
It's hard to kill her points worth even with Saber Storm. It seems that she can live for a while but when I play with her she goes down to range quite often and only destroys a few squad members.
 
It's hard to kill her points worth even with Saber Storm. It seems that she can live for a while but when I play with her she goes down to range quite often and only destroys a few squad members.
I can see that happening a lot with her. For me she is one of those units where you really have to play her smart and put her into a build where she can shine to get her points worth or more.
 
I'm a fan of Moriko. She's great for clean-up, in my experience... but one game it came down to Moriko vs. Gurei-Oni and Wo-Sa-Ga, both with full life. Gurei-Oni ended up winning... but with three wounds! So, yeah, she can definitely dish out the damage when needed.
Sweet battle showdown.

Due to the fact that Agent Carr and Moriko are so similar, I do not suggest ever putting them in the same army as their tactics would be too similar and predictable.
I agree with this!

Therefore I am nearly convinced Moriko was not designed to be a squad killer. Unlike Brunak, Moriko is guaranteed multiple attacks when an attack fails to kill, which to me suggests “get her adjacent to high priority targets and put the hurt on!”
There is flexibility with her SA for Moriko to deal with the average to low defense squads. Should also be noted Moriko will be at a higher risk attacking high-priority heroes who are bonded with a squad.
In the game with my son, it was mostly foul attack and defense rolls by the Warlord and Armocs that kept Moriko from being killed sooner.


Factoring in her ability to phantom walk further drives this point home, where with Brunak you should try and kill everything you come into contact with, Moriko should ignore the insignificant opponents and go straight into battle with higher priority targets such as Raelin, Taelord, Flag Bearers and Kato K.
That's what epitomizes the ninja/assassins in this game - that Phantom Walk ability with 6 movement.
All the ninja in this game are high priority target-seeking missiles

This leads to my synergy discussion, despite their similarities, I feel that Brunak and Moriko work extremely well together when they are played a specific way. My suggestion is to stick Moriko on Brunak’s back and have him plug up the enemy and kill what he can on his turn. Markers 2 and 3 are on Moriko to go for the main kill. You should use the terrain and Brunak’s double hex to deny your opponent access to Moriko while you wait for your turn 2. While Moriko is going after the kill, Brunak will hopefully be taking the barrage of your enemy’s attacks, his defense should hold up until Moriko’s job is done.
Oooh, Fun.
Love the idea!
For cheaper and a closer alliance to Ullar, perhaps Theracus can fill that role too.

There are some units that I'd swear were designed with Jungle Tree battlefields in mind... Moriko is one of 'em.

For a 4-life character, 5 Defense seems to be the "magic point" where they've got some staying power... Dund is a great example of this.
Good to keep the Jungle in mind with Moriko.
I'll remember this next time I take her into the jungle.

I hope we someday get a new Ninja Acolyte squad who allows you to first move any Ninja Hero in LOS... or perhaps an ability similar to the Minions where instead of taking a turn with the Acolytes, you may instead take a turn with any Ninja Hero you control... Providing some sort of Ninja synergy for characters like Moriko would be great!
I think it would sweet to see a Phantom Walking common squad.
Hmmm a good chance to make a Marvel custom for those endless nasties, The Hand, who plagued Daredevil so much. :D

I've used Moriko twice when the new units first came out, and I had a fair amount of success with her. She does seem overpriced at times, but, in reality, her Saber Storm Special Attack is great in the end game. She stood her ground and took down Q10 and some squaddies that tried to keep her engaged.
Fun stuff. Amazing Q10 takedown!!!
 
I've only used her once, and to be fair I did not use her correctly. I charged her in on the front line, hoping to buzzsaw through a few models before she went up in a blaze of glory. Well, there was a blaze... but not so glorious. I'm going to try manger's idea of Moriko/Brunak. I don't think we've ever even used him in a game since the night I got the VW set. Barring that, sending her out late game on Theracus doesn't sound like such a bad idea.

HEH, I don't think there will ever be a common squad with Phantom Walk. Just my opinion, but that seems like it would be way too powerful, unless the squad had a very low Attack and no Special Attack, at the least. Then again, I've only ever played against 4 other people, so I may not be as accurate with that as I think. ;)

-scare
 
The Imperium having long been out, with Stealth flying, there is already a defacto common squad with phantom walk.


So Moriko isn't a hammer. I haven't figured out how to best use her, but I love the idea of a double attack at 3, or triple attack at 2 for some something like light gruts or blastrons. But it's also nice having the versatility of being able to get her on height and come down with roll of 5 for something with higher defense, even if for only one attack.

Moriko and Shiori seem like they would be able to handle a diverse group, and for not too bad on points (but not so great for order markers); I like the idea of a bonding ninja squad, even if it's with an "Utgar's Orders" type of bonding. Maybe we'll see it in three years or so (if Wizards doesn't drop the property first).
 
HEH, I don't think there will ever be a common squad with Phantom Walk. Just my opinion, but that seems like it would be way too powerful, unless the squad had a very low Attack and no Special Attack, at the least. Then again, I've only ever played against 4 other people, so I may not be as accurate with that as I think. ;)

-scare
I can dream, can't I?

The Imperium having long been out, with Stealth flying, there is already a defacto common squad with phantom walk.
Indeed!
Would be nice for something more affordable.


I like the idea of a bonding ninja squad, even if it's with an "Utgar's Orders" type of bonding.
Even if it's a movement bonding would be exceptional.
 
I don't mean to seem overly critical, but I honestly don't see the point in this unit. I look at her compared to agent Carr. Both have the same durability and stealth, while Carr's minor ranged attack makes up for his 1 fewer move. Agent Carr has a melee attack of 6, while Moriko gets 6 dice that, not only can't be modified, but must be divided into at least two attacks. I understand the importance of multiple attacks to deal with squads, but when it comes to Squad killers for 110 points I'd sooner pick a unit like Brunak, Syvarris, or Krav Maga Agents. Agent Carr at least is near the top of his field, and that is a nice, 100-point assassin filler.
 
I don't mean to seem overly critical, but I honestly don't see the point in this unit. I look at her compared to agent Carr. Both have the same durability and stealth, while Carr's minor ranged attack makes up for his 1 fewer move. Agent Carr has a melee attack of 6, while Moriko gets 6 dice that, not only can't be modified, but must be divided into at least two attacks. I understand the importance of multiple attacks to deal with squads, but when it comes to Squad killers for 110 points I'd sooner pick a unit like Brunak, Syvarris, or Krav Maga Agents. Agent Carr at least is near the top of his field, and that is a nice, 100-point assassin filler.

The biggest difference between Moriko and Carr is the Special Attack that Moriko has. Her Special Attack can bypass defense abilities like with the Warriors of Ashra (Defensive Agility) or the Rats (Scatter), and avoid counterstrikes against Samurai units and Charos...

Besides, I'm convinced that we'll someday see either a Ninja Leader or a new Synergistic Ninja Squad that will tie together all of our currently scattered Ninja units... I can't imagine that the Designers would be so consistent in creating new ninja units in so many releases if they didn't have "a plan"... ;) So I fully expect that Moriko's value will rise in a future release, along with other ninja such as Shiori.

SW8K
 
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The biggest difference between Moriko and Carr is the Special Attack that Moriko has. Her Special Attack can bypass defense abilities like with the Warriors of Ashra (Defensive Agility) or the Rats (Scatter), and avoid counterstrikes against Samurai units and Charos...

Besides, I'm convinced that we'll someday see either a Ninja Leader or a new Synergistic Ninja Squad that will tie together all of our currently scattered Ninja units... I can't imagine that the Designers would be so consistent in creating new ninja units in so many releases if they didn't have "a plan"... ;) So I fully expect that Moriko's value will rise in a future release, along with other ninja such as Shiori.

SW8K

I'd never thought of the special attack advantage. Now I might consider her as a counter to Warriors of Ashra, but I still think she could use some support, as you said.
 
Besides, I'm convinced that we'll someday see either a Ninja Leader or a new Synergistic Ninja Squad that will tie together all of our currently scattered Ninja units... I can't imagine that the Designers would be so consistent in creating new ninja units in so many releases if they didn't have "a plan"... ;) So I fully expect that Moriko's value will rise in a future release, along with other ninja such as Shiori.

SW8K

Basically, I think something like this would be the only reason I would ever even consider Moriko right now. She needs a lot of help I think.
 
I don't mean to seem overly critical, but I honestly don't see the point in this unit. I look at her compared to agent Carr. Both have the same durability and stealth, while Carr's minor ranged attack makes up for his 1 fewer move. Agent Carr has a melee attack of 6, while Moriko gets 6 dice that, not only can't be modified, but must be divided into at least two attacks. I understand the importance of multiple attacks to deal with squads, but when it comes to Squad killers for 110 points I'd sooner pick a unit like Brunak, Syvarris, or Krav Maga Agents. Agent Carr at least is near the top of his field, and that is a nice, 100-point assassin filler.

The biggest difference between Moriko and Carr is the Special Attack that Moriko has. Her Special Attack can bypass defense abilities like with the Warriors of Ashra (Defensive Agility) or the Rats (Scatter), and avoid counterstrikes against Samurai units and Charos...
Exactly. Special Attacks have become a near necessity in army composition.

I really like your thought of taking her against Ashra. It follows the pattern of effectively countering a unit with one of the same allegiance.

I want to compare Moriko to the AE.
Same point value, but why? Is she as effective as they are for the point value?
Same with the Brunak comparison. He seems so much more worth the value with his stats, size and abilities.

Thinking more about Moriko and her SA, perhaps she may be a viable counter for the Northern Wind Ninja. That unique squad usually is after some hero and have no problem reaching their target. Moriko can intercept one, possibly two and bring that threat down using Saber Storm to bypass Dissappear.
It's a not a great counterdraft, but it could be fun for a try.
 
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What about this?
Moriko 110
Brunak 110
Raelin 80
Nilfheim 185
Isamu 10
Not too shabby, looks decent on paper. Unfortunetly Your a bit crunched under ranged pressure, but then you just send out Nilf with Raelin right behind him...
 
The difference between Carr and Moriko is that he's a hero killler and she kills unique squads. The more I think about it, she should target unique squads exclusively. Bypass the common squaddies (besides targets of opportunity of course) and focus on the unique squads. Think about it. If she can take down 2-3 of a Unique Squad, that squad is pretty much useless. And since most unique squads cost 110 and above, she effectively kills her points worth.
If she does have to tangle with a hero, her single attack of 4 isn't bad. Also, when considering whether to use her two attacks of 3 or one of 4, consider the targets defense. If the target's defense is 6 or above, he's statistically going to roll 2 sheilds. With 4 dice you will statistically roll 2 skulls. If you roll two attacks of 3, you're allowing your opponent to roll 12 defense dice! You aren't going to get far that way...

So I'd say roll one attack of 4 against targets with 6 and above defense and two attacks of 3 (or 3 attacks of 2 if the defense is low enough) against targets with 5 or less defense dice...

Brandon
 
The difference between Carr and Moriko is that he's a hero killler and she kills unique squads.

I've just been struck by a blinding flash of the obvious! Of course! You are absolutely correct - she is a unique squad killer - and an effective one at that. How the heck has that never occured to me?

The corrolary is that the reason she isn't hugely popular is that of all the unit types in the game, unique squads probably see the least playing time. Wow - thanks for the insight, Brandon.

~Aldin, purple people eater
 
Unique squads don't see a ton of play, except for the Krav and Nakitas. The problem with Moriko is that those two squads will get a lot of shots at her on the way, provided that they have Order Markers.
 
I also like Moriko to push her luck against very high-defense foes, like the Deathwalkers and Zettians. There's nothing like making someone sweat the Deathwalker roll like making them roll defense dice 6 times in a row!
 
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