Wednesday 27 November 2019

Aristeia! - The Rivals - Miyamoto Mushashi

"KNOW YOUR ENEMY, KNOW THEIR BLADE."

If you were to synthesize pure combat prowess, the formula would have to contain the mind of the most renowned fighter in history, plus the most advanced artificial body ever designed. Luckily for us, Aristeia! has already gone to the trouble of manufacturing this volatile concoction, and all that's left for us is to kick back and enjoy the spectacle that is Miyamoto Mushashi.

Miyamoto Mushashi is a faithfully rendered biosynthetic Recreation of the emblematic 16th-century Japanese master swordsman. ‘Project Duelist’ was carried out at the request of the VissioRama media channel for their Aristeia! venture. After a fig-leaf renaming for legal reasons, VissioRama deployed an ambitious branding scheme to make a channel-wide star out of their very own Recreation. They requested an updated version of the historical personality so he could star in a modern-day musha-shugyo, the warrior’s pilgrimage undergone by Miyamoto between 1605 and 1612. The show has followed the Recreation’s exploits across the Human Sphere, including his duels against other Aristos he’s encountered in his travels.

The first few seasons have been nothing short of a smash hit. Mushashi has ridden a wave of critical acclaim, audience retention and fan engagement all the way to the top of the rankings and the title of Bahadur faster than any fighter before him, but his future is uncertain. His austere, composed personality is ill-suited to the frivolity of Aristeia! stardom and his efficient, no-frills dueling style makes for unsatisfactory fighting sequences. Increasingly, commentators are starting to wonder: What does VissioRama have in store for Miyamoto Mushashi?
Mushashi is one of the most outstanding Aristos in the game, and this begins with his raw attributes. High Initiative, high Movement, great Defence and Hit Points, above average Brawn and Agility, he's strong across the board.

With the best offensive generic Switch of any Aristo, allowing him to swap a single Block result into a Success on any Roll, only the restriction to use on adjacent targets holds this back. Watch out for opponents who can Displace with their own Switch, as if you allow them to do so before you Switch then you won't be able to fire this.

Ken No Sen is somewhat expensive for its damage output, but with the Generic Switch backing it up and the Action Switch allowing repeat attacks (especially if you can pull in a Yellow Die, making Mushashi particularly love Focus), Mushashi has near peak damage output. He isn't the most consistent, with some high spikes being matched with equal dips, but overall he's a deadly melee Aristo.

One of Mushashi's limitations is that he doesn't have any secondary Attack or other Action options. This does limit his ability to multi-attack or act other than combining a Move and Attack. It also limits his utility beyond Scoring and damage output. This can also limit his options when he is returning from the Infirmary, as the combination of a 3-Energy Attack and no secondary options leaves him only able to Move unless he can deploy next to an opponent on returning from the Infirmary.

Last but not least Mushashi brings an Automatic Skill, Kaze Tachinu, which is another key element in both his damage output and his scoring. Allowing him to Displace hexes equal to his damage dealt Immediately can let him deploy his follow up attack to another target or dive past and away from the opposition to score.
















In terms of his Tactics Mushashi is another relatively Generous Aristo (in common with most from the Core box). He has three options which are available for the use of his team mates, and just one of his own, but there are a couple of outstanding options which most managers will lean into.

Kaze-Do is an excellent Tactic, but also the one choice for Mushashi which is restricted to his own use only. Adding additional Movement can allow a first-turn attack by allowing Mushashi to close with a target which expected to be out of range after moving into the initial Scoring Zone. It, obviously, also has utility in terms of allowing him to get to a distant Scoring Zone which he otherwise wouldn't have been able to reach. However it can also offer an additional chance to Disengage, and the opportunity to move to a target and also attack after coming out from the Infirmary.

Mizu-Do is also outstanding as a Tactic. Picking up a single Action Point might seem minor, but it opens up a lot of options. It can allow Mushashi to attack twice against already Adjacent opponents, or move three times to cover more of the Hexadome in a single activation. It also offers another way to mitigate the impact of returning from the Infirmary. While the initial activation is very likely to still be somewhat sad, on the following turn this will allow him to Move and Attack as usual. But, also, don't overlook that you can use this on anyone!

Sora-Do is effective as it's one of the only ways to cancel an opponents Critical Block, or even a Critical Success. It can help to mitigate good luck on an opponents part countering and cancelling out your own good roll. However it can also be useful defensively, cutting out one key Success or the symbols needed for a Switch. As one of only a few options for interacting with your opponents roll, it is a great compliment to your own ability to enhance the rolls you are making yourself.

Last, but certainly not least, Tsuchi-Do offers more dice than any other Tactic. On the other hand they are Black dice, so significantly less useful than most others. It's very useful for any Aristo who can swap Black dice into something more useful, and can offer Mushashi and other Aristos who can make use of Block results for Switches a boost. One limiting factor is the hard limit of three of any one type of dice, which means that this won't work with Cover (or, at least, makes it slightly less effective).



Check out the video above, from Shameless Mayhem. They have an extensive range of videos on YouTube, of which their Aristeia 99 series is designed for newer players. They also regularly stream on Twitch, so be sure to check out one of their matches.

Mushashi is by far the most streamlined dedicated melee Striker in the Hexadome. While his high initiative and mobility also help him act in a scoring role, basically every element of this Aristo is structured around making him as effective as possible when dealing damage to an engaged target.

Initiative penalties which allow a ranged Aristo to act before Mushashi can make him more vulnerable, but his toughness helps to mitigate that quite well. Movement penalties and Immobilization are far more significant issues for him to overcome and represent the best response to his capabilities.

In terms of team building, Mushashi benefits a lot from adding a Yellow die to his Attack, so any source of Focus is highly valuable to him. He's also got the toughness to be able to make good use of healing. Like all Aristos he'll need support to deal with opposition Status effects and he certainly doesn't mind extra movement when he can get it. Unlike some other Strikers his attacks are less likely to max out on dice, so any bonuses he can pull in there are helpful. But particularly Smoke can make him even more challenging for opponents to manage, restricting their ability to respond before they are within his deadly engagement range.

As to the Scenarios he suits, there is a strong argument to put Mushashi into your Team for any of those which exist now. He's mobile for scoring, has high damage output to score with Frags, and is tough enough to make scoring a Frag off him to be particularly difficult. He even has high Agility and Brawn for Human Target or similar Scenarios. There are good reasons why he is literally the most picked Aristo of all.
From the halls of the Hyperpower comes a true challenger for the title of ultimate melee Aristo. The first human Aristo, the woman who transformed entertainment in the Human Sphere, Shona Carano.

Shona trades away defensive strength and mobility for better range and utility. With both a two-Energy and a three-Energy attack option Shona has a better range of tactical choices. She also has Displacement options, and State control for herself.

Her damage output is the most reliable of any Aristo in the Hexadome, but this high level of reliability comes at the cost of the burst damage which the multi-attack opportunity provides Mushashi. She does also have to be careful of engagement distance however, 'though in her case it's more because of the risk from opponents pinning her down rather than getting away.

In her Tactics Shona picks up an amazing bonus attack, which can also be useful for turns returning from the Bench. Likewise a damaging Action which is useful for chipping off opponents already weakened or those with low base health. She has an offensive Defense boost which lasts for a Round, and an attack discount which can allow her to attack up to five times with the right support.

Mushashi is one of the fastest Aristos in the Hexadome, which only makes him all the more deadly. There are few targets who can stand toe to toe with him and hope to live.



Be sure to check out the In Depth article on Mushashi from Corvus Belli and let us know what you think about this master of melee!

Is he one of your crutches?

Do you think he needs to change?

Let us know in the comments below, on Facebook or in the Corvus Belli Forums for Aristeia!








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