Thursday, September 14, 2017

Test of Honour (Recruitment Cards)

Hey Game Fans, we’re back with another article on our new favorite skirmish game, Test of Honour.  Last week we put together an article about how units activate, and we realized we sort of put the horse before the cart.  Today we’re going to talk about the Recruitment cards you use to build your force, and very briefly cover the attributes on the cards.  We’re only going to talk about the ones that come in the Starter Set, so you can familiarize yourself with these units before you start building your models.  

The Models

Now we noticed when we started looking at that choices that we don’t have quite enough models to run all of the possible permutations of the starter set’s cards.  There aren’t enough Samurai models to go whole hog with all the options (you’d need another Samurai Sprue for each side to get a version of all three samurai choices with both Naginata and Katana).  Further, when we looked at the permutations for the Ashigaru, you’re missing a lot of ranged troops to fill out the archer and musket corps for both colors.  Fortunately, Warlord Games has you covered, and you can order the sprues themselves (you’ll still need to get bases) from their Webstore.  You can find those sprues here.  


Note: There is a set of Red and a set of Blue Recruitment Cards in the starter set, They are identical in the units available.  

Attributes (How to Read the Card)

Let’s dig into the Attributes, and then we’ll dig into the actual Recruitment Cards themselves.  


Each Card has 6 attributes along the bottom of the card.  Further, it has a number on top of a colored banner in the top right corner, and a symbol in the top left.  The symbol in the top left corner determines the model/unit’s status as either an Ashigaru (depicted with a black hat on a white field), or a Samurai ( depicted by a black helmet on a white field).  These distinctions are important for a few game effects, but are absolutely critical for activating your units during the game turn.  


The Number in the top right corner is the unit/model’s cost in Recruitment points.  In order to select this card for your warband, you need to reduce your Recruitment pool by that amount, grab the model/unit, and put them aside.  You and your opponent should either have agreed to a point cost before the game, or the scenario will tell you how many points you have to build your warband.  You can use less than your full allotment, but you can’t spend more.  You also can’t purchase units you don’t have cards for.  


Now, let’s dig into the stats at the bottom and examine just how they work in the game.


The First Symbol on the card from left to right is a white circle with a crossed blade/arrow.  This is the Aim attribute and determines how many dice you roll when you’re trying to strike an enemy model/unit.  3 is fairly typical for most units, but your Samurai can have 4 or 5.  


The Second Symbol on the card from left to right is an off white /tan circle with a curved arrow.  This is the Agility attribute and determines how many dice you roll when you’re trying to avoid the enemy’s attacks, or a few other specific cases.  Again, 3 is fairly typical for most units, but your Samurai can have 4 or 5.  


The Second Symbol on the card from left to right is an off white /tan circle with a curved arrow.  This is the Agility attribute and determines how many dice you roll when you’re trying to avoid the enemy’s attacks, or a few other specific cases.  Again, 3 is fairly typical for most units, but your Samurai can have 4 or 5.  


The Third Symbol on the card from left to right is a red circle with a knotted rope.  This is the Strength attribute and determines how many dice you roll when you’re trying to deal damage to an enemy model/unit. There are a few other specific tests of Strength, but those are typically special rules in a scenario.  Again, 3 is fairly typical for most units, but your Samurai can have 4 or 5.  


The Fourth Symbol on the card from left to right is a black circle with a white head.  This is the Wits attribute and determines how many dice you roll when you’re making quick decisions. The most common usage of this is trying to target enemy units/models that aren’t the closest, but there are potential special rules in a scenario.  Again, 3 is fairly typical for most units, but your Samurai can have 4 or 5.  


The Fifth Symbol on the card from left to right is a brown circle with a four off centered squares.  This is the Honor attribute and determines how many dice you roll when you’re trying to keep your nerve when a friendly unit is cut down.  Again, 3 is fairly typical for most units, but your Samurai can have 4 or 5.  


The Sixth and final Symbol on the card from left to right is a grey circle with a stylised fan.  This is the Actions attribute, and determines how many actions a given model/unit can take in a turn.  The Ashigaru units have 1, while the Samurai units have either 2 or 3.  


Recruitment Cards

The Cards themselves are essential for building your warband.  You have to have at least 1 Samurai, and you can have 2 additional Samurai.  You can include as many Ashigaru units/models as you have the points and cards for.  We’ll start with the Samurai, then move onto the Ashigaru, and finish up with the Upgrade.  

Samurai

There are 3 Samurai Recruitment Cards in the Starter Set, the Samurai Hero, the Wise Samurai, and the Devoted Samurai.  The Samurai Hero is the most expensive of these, at 5 recruitment.  The other two are 4 each, and let’s take a look at the stats.  


Samurai Hero

The Samurai Hero is a 5 recruitment cost model.  He is an impressive figure, however.  With Fives across the board, and 3 actions, the Samurai Hero is a serious piece to deal with.  You can equip him with either the Katana or the Naginata (in the starter set).  You can spend additional recruitment on equipping him with a bow if you like.  


He’s capable (at least on the statistics) to put a serious hurt on any other model/unit he bumps into on the field, but it’s possible to bring him down with concentrated effort.  The three actions that he’s capable of taking each turn seem like a lot, but whenever he’s hit by a successful strike action, he MUST try to evade the attack.  Those extra actions can disappear in a hurry, and if he’s not attacking, he’s not really doing his job on the battlefield.  

Devoted/Wise Samurai

For 4 recruitment, you can deploy either of these two samurai.  They have identical stat lines, with 4s in every attribute and two actions per turn.  With two actions per turn, these Samurai have a variety of interesting potential on the battlefield.  You can upgrade 1 to carry a bow and position him in the middle of your ranged Ashigaru as a deterring force for your opponent.  You also have the option of giving him either of the melee weapons and using him to counter charge into your opponent.  The point difference isn’t a severe one, but in larger games you might want to consider bringing one of them along for the ride with your Hero, or running the two lower cost Samurai.  


These models represent some serious potential on the battlefield.  The multiple actions means that they can cross the battlefield quickly and with a high wits score, they are capable of picking out their targets and cutting them down.  The high cost means you probably should support them with Ashigaru, but you have a variety of choices and options for how you want to do that.  


Ashigaru

There are a few distinctions we’re going to make within the Ashigaru.  First, there Ashigaru officers and specialists.  The Ashigaru Ranged troops come in two key varieties and have multibase options.  The Ashigaru Spearmen also have a couple of choices for how they can deploy in multibase groupings.

Ashigaru Specialists

There are four Ashigaru Specialists that are recruitable in the Starter Set.  The Banner Bearer, the Sergeant, the Musician, and the Sergeant of Archery all enhance the abilities of your other Ashigaru troops.  With respectable stats of their own, and a special ability they open up your tactical options during the game.  Let’s take a look.
Banner Bearer (Recruitment Cost 2)
Carrying an important flag for the warband, the Banner Bearer inspires other Ashigaru units to fight harder.  With 4 Honor, 1 Action, and 3s for the rest of his Abilities he’s a solid unit on his own.  His Special Ability, Defend the Flag, gives friendly Ashigaru units an additional die to any rolls made to evade attacks.  Giving your Ashigaru additional evasion dice is important because the easiest way to stay alive is to not get hit.  Be careful with this tactic, because your units that have acted earlier in the turn can’t make evasion tests.  
Sergeant (Recruitment Cost 2)
With the same abilities as the Banner Bearer, the Sergeant has a very different special ability.  Order the Charge allows the Sergeant to complete a Move Action and then have a friendly Ashigaru unit within 6” to Charge as a free action.  The Ashigaru unit has to have a valid Charge target in range, but this opens up some interesting tactical options for sling shotting your Ashigaru units around the board.
Musician (Recruitment Cost 2)
Like all of the Ashigaru Specialists, the Musician shares the same Abilities (1 action, 4 honor, and 3s in everything else).  His Rally the Troops Special Ability is his claim to fame. If he’s within 12 inches of other friendly commoner units, he lets them roll an additional die to checks for loss of nerve.  Having your Ashigaru break and run can collapse your entire strategy in a hurry can be an absolute disaster, and this lets you hedge your bets against that outcome.  
Sergeant of Archery (Recruitment cost 3)
The only Ashigaru Specialist focused on ranged troops, the Sergeant of Archery is a very powerful add on to an archer heavy warband.  He has the same abilities as the rest of the Specialists, but his Special Ability is why he gets brought to the table.  Concentrate Fire enables groups of archers within 3 inches of the Sergeant to roll an additional die to Strike.  This means that a full multibase of archers is rolling 5 dice to strike anything they shoot at.  (Be aware this ability doesn’t work with single archers, because of the wording of the special ability, but it also doesn’t require an action to use)

Ashigaru Ranged Troops

Ashigaru ranged troops have two primary versions.  You can field Archers and Musketmen as either single figure or on Multibases.  A multibase is an interesting way to group your Ashigaru into larger units. Paying the recruitment cost for the group allows you to field 3 Ashigaru on one of the single multibases.  The multibase versions have slightly better attributes when they are fully healthy.  You have to kill all of the models on the multibase individually, so they have staying power and can still contribute after they’ve lost a guy.  When there is a single guy left in the unit, remove the multibase and that guy moves and operates by himself for the rest of the game (Do not replace the group recruitment card with a single model card).  
Ashigaru Bowman (Recruitment Cost 2)
The Ashigaru Bowman is a useful addition to the War Band.  With 3 in all of their abilities and 1 action per turn, they are average units, but their bows are very handy.  When they hit a target within 12 inches, they roll 3 dice to wound their opponent.  Between 12 and 24 inches, they roll 1 less die to wound, but they can still strip actions off of your opponent’s units/models.  There are 2 recruitment cards for a lone Ashigaru Bowman in the starter set.  
Loyal Bowman (Recruitment Cost 3)
The first of the Multibase Bowmen, the Loyal Bowmen have 4 Honor, and 3s in the rest of their abilities.  The Multibase benefits for the Bowman are +1 Honor when they have all three models on the base, and +1 Strike when there are at least two models on the base.  Rolling 4 dice to strike gives you a better chance of hitting your targets, so it might be worth trying to strip off action tokens with other units before having the Loyal Bowmen take their shot.
Experienced Bowman (Recruitment Cost 3)
The second of the Multibase Bowmen, the Experienced Bowmen have 4 Wits, and 3s in the rest of their abilities.  The Multibase benefits for the Bowman are +1 Honor when they have all three models on the base, and +1 Strike when there are at least two models on the base.  The 4 Wits gives you a better chance of shooting at a priority target (like a Samurai hiding behind an Ashigaru multibase).  This can be very handy for putting shots into the targets that have to go down.  
Ashigaru Musketman (Recruitment Cost 2)
The Ashigaru Musketman has the same abilities as the Bowman, but the Musket is a very different weapon from the Bow.  It has the same range as the Bow, but it doesn’t lose strength hitting at targets between 12 and 24 inches.  It has the downside of needing to spend an action to reload, so your Musketman is only going to be firing once every two turns. There are 2 recruitment cards for a lone Ashigaru Musketman in the starter set.  
Loyal Musketmen (Recruitment Cost 3)
The first of the Multibase Musketmen, the Loyal Musketmen have 4 Honor, and 3s in the rest of their abilities.  The Multibase benefits for the Musketmen are +1 Honor when they have all three models on the base, and +1 Strike when there are at least two models on the base.  The High honor of the Loyal Musketmen means they are significantly less likely to break when another unit is cut down within 6 inches, so you can deploy them a little closer to the front line and count on their resolve to keep them from running.  Being able to threaten your opponent’s entire half of the map can alter the way your opponent deploys and moves their units.  
Experienced Musketmen (Recruitment Cost 3)
The second of the Multibase Musketmen, the Experienced Musketmen have 4 Wits, and 3s in the rest of their abilities.  The Multibase benefits for the Bowman are +1 Honor when they have all three models on the base, and +1 Strike when there are at least two models on the base.  Like their Bowmen counterparts, the Experienced Musketmen are better at picking out targets than the rest of the musketmen.  Since Muskets don’t lose strength outside of 12 inches, this lets you deploy your Experienced Musketmen further back and still be able to snipe out priorities.  

Ashigaru Spearmen

These are the most common units in your warband and are plentiful in the recruitment cards in the box.  The Ashigaru Spearmen have basic stats, but benefit from low recruitment costs.  For the price of a Bowman, you can get a multibase of Spearmen.  Let’s take a closer look..
Ashigaru Spearman (Recruitment Cost 1)
The common soldier of the Warband, an Ashigaru Spearman has 3 in all of his abilities and 1 action.  One of the interesting things i see with this unit is that it gives you an extra action token in the cup, and bringing 1 or both of the single spearman is that it lets you manipulate the activations.  2 single spearmen is the same price as a multibase spearmen unit (or a lone archer), but it gives you twice as many activation tokens for the same price.  There are 2 of these recruitment cards in the starter set.
Loyal Spearmen (Recruitment Cost 2)
The first Multibase Ashigaru infantry, the Loyal Spearmen have the same abilities as either the Loyal Bowmen or the Loyal Musketmen.  The Honor boost for these Ashigaru is critical because they are likely much closer to your front line than the others, and are likely in the middle of your formation when something nearby gets cut down.  There are 2 of these recruitment cards in the starter set.  
Experienced Spearmen (Recruitment Cost 2)
The Experienced Spearmen has the same general abilities as the Experienced Bowmen or the Experienced Musketmen.  The 4 Wits serves a different purpose for this unit.  Being able to pick out a priority target with a multibase spear unit lets you control the field.  Being able to charge around an enemy unit to hit a more important target does more than just hitting that target.  The multibase takes up a lot of real estate, and you can position your unit to force your opponent to either engage your spearmen (forcing them away from your other guys) or to move around/away from them, which nets you the same benefit.  

Upgrades

There is one Upgrade card in the Starter Set, the Bow.  For 2 Points, you can replace the weapon on one of your Samurai with the Bow.  This gives your Samurai a ranged attack, but replaces their melee weapon.  This is a 2 cost upgrade.

Conclusions

These are the Recruitment cards that come in the Test of Honor starter set, and it’s a hell of a start to a skirmish wargame.  There are options to build several different ideas of how you want your warband to play.  Take a look through the cards and see what models you want to assemble. Next time we’ll take a look at the mechanics of the game. Game On, Game Fans.




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