Monday 2 December 2019

Aristeia! - The Rivals - 8-Ball


"YOU KNOW ME; 
I SEE AN OPENING, I GOTTA PLAY BALL."

Showmanship made (panda) flesh, a poet in the medium of randomness, 'Baller' crashes the HexaDome like he crashes a party: unavoidably and unpredictably. He rolls like a powerful opening break, only this ball is calling all the shots. 8-Ball is the pain in any team manager's ass and the life of every party worthy of that name.

He’s the eighth heir to a caste of Aristeia! champions, a beloved media superstar and an outrageous sex-symbol, but he’s always fallen just a little short of snatching the coveted title of Bahadur.

8-Ball hails from Bakunin, the weirdest of the three motherships of the Nomad Nation. If the Bakunin society has one salient trait, it’s a tolerance for all things different and eccentric. A specific borough inside Bakunin, called VaudeVille, is the Human Sphere’s most fertile soil for artistic endeavor, sordid indulgence and extravagant lavishness. One discipline lies at the intersection of all three: body modification. For the right money, you can get panther eyes, live wire hair… or panda fur.

No dark arts are responsible for 8-Ball’s prodigious size and strength; he was always going to be buff and deceptively agile for his massive size. Cheeky, impudent and carefree, at least he has the skills to back up all his bravado. As for his family, from a very early age they enabled his addiction to extreme sports in lieu of training for his rightful destiny: the crown of Aristeia! Bahadur.

Will this be the season 8-Ball finally realizes his legacy?



Like many Tanks, 8-Ball has an excellent overall array of Attributes, even bringing average Movement and low-average Initative. His particularly high Health makes him an excellent candidate for healer support, and his Defense is high-end.

His Brawn and Agility are both particularly strong, which works well with his overall package to offer high levels of control. It is on this end where 8-Ball particularly shines, as a control focused tank.

With a generic Switch allowing him to Displace, which fires off a Block and Special result, 8-Ball is a highly mobile Aristo. Above and beyond his Agility, 8-Ball will seldom get locked down and can often get solid movement in even if Immobilized.

There are three great things which should be noted about his primary Attack, "Eat my Fa Jing!",

1: Low cost, only 2 Action Points
2: Good range, 1-3 ('though requiring LoS)
3: Fantastic Switch, Displace the Target for one Special

This is, unfortunately balanced somewhat by the small dice pool which it draws on, but it does make him an excellent candidate for adding extra Yellow dice (especially through the Focus Status if you can). But as an Attack it can benefit from any enhancement.

Like all of the Core Aristos 8-Ball is built fairly simply, with just one additional element on top of his base Attack. In 8-Balls case it's the Action "Be water, Dude". This is relatively expensive, at 3 AP, but has a reasonable chance of firing and also a good chance of triggering his Switch. This has the potential to allow for repositioning of Allies, as well as excellent control of opponents.

Overall 8-Ball is tough and mobile, with excellent control but only limited damage output. His key issue is a lack of dice in his Actions, making him a good candidate for Support.



8-Ball brings a mix of selfish and generous Tactics. These are very focused on control and mobility, offering only limited additional tanking and clarifies the role 8-Ball fulfills in the team.

The first of these is "Badass-Boom", as this allows you to swap position with the Target, at first glance it can offer some defensive potential. Unfortunately the timing, only during 8-Balls Activation, means that it is somewhat more limited. It can be combined with "Be water, Dude" to move two enemy Aristos out of a Scoring Zone in a single activation (while putting you in) and combined with "Eat my Fa Jing!" you can potentially move up to six hexes.

Second we have "Barrel Through", which at first glance appears to simply be an unrestricted Displace, a useful effect in and of it'self. However the key to this Tactic is in its timing, it can only be played in response to an Aristo who is Displacing. This can be useful to double down on one of your own Displacements, allowing you to shift twice as far without worrying about Disengaging, but it's likely even more effective when targeting a Displacing opponent. With "Barrel Through" you can counter an opponents Displace and push them right back into the hex which they were trying to escape. As most Displacement effects are fairly limited and have restricted repeatability this is often as effective as a "NO!".

Next we have "Block", which is the second generous Tactic which 8-Ball brings to the table. This is one of several Tactics, common to Tanks, which allow you to add two blue dice to any roll. Obviously this is very useful defensively, but it is also particularly powerful for Aristos such as Mushashi and Dart who can Switch Block results for offensive use. With his own Switch drawing on a Special and Block result 8-Ball can make good use of this himself (and Green + 3 Blue is basically as good as any Defense roll is ever going to get).

Last, but not least, we have the second selfish Tactic option which 8-Ball offers team managers. This is "Dance for Me!" which hits two targets within range 1-2 within LoS and swaps their positions. This has a broad range of potential applications, both offensive and defensive. It can obviously be used for scoring purposes, pulling an opponent out of the Scoring Zone and putting one of your Aristos in. Defensively you can also pull out a threatened Aristo (especially a ranged Aristo who is engaged) and replace them, either with an opponent or a melee capable Ally. Offensively you can also pull an opponent in close to the rest of your team (and away from their support) while also putting one of your own offensive options into a better position.




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.

8-Ball can fill two key roles in a Team, as the Tank or a Controller. He is really a hybrid of both roles, and while not quite at the peak of either, does both well and can either enhance another Aristo who is stronger in one of these or allow the team to focus in other areas. His decent range and subtle mobility can make him relatively resistant to States, but his high Health and Defense make him a great choice to back up with a healer. Other Aristos who support by offering Dice ('through Focus, or directly like Hannibal) are also great team-mates for 8-Ball.

In terms of Scenario choice 8-Ball can work well in any Scenario which focuses on positioning over damage output. Although tough he can be an easier target than some other high Health Aristos, which can undermine his value in the likes of Carnage and his low damage output means he won't score Frags himself often. At the same time he does help to enhance melee Aristos with mobility support and thus could add to their output enough to justify a place. However most of his "threat" as a tank comes from his control, so if that's not important then opponents have much less reason to target him and undermines his tanking significantly.


The greatest rival for 8-Ball from the Hyperpower is their answer to the "control Tank", the brilliant rising star Prysm. She brings high Initiative and average Movement. While she is weaker in terms of her Health, the combination of her Defense and first Switch help to make her difficult to put down easily regardless. Although her Brawn and Agility are limited, they both have a reasonable chance of firing her Switch, which helps her to put out the Taunted State.

Thanks to "Pulsing Light", Prysm has nearly perfect control over any opposing Aristo who she can get out a Taunt on. With "Guiding Light" helping ensure that every opponent can attack her, those who are Taunted by her must, at every opportunity and using whatever Attack they have which is in range. This can particularly restrict melee and support Aristos, who will end up using the "Contender" attack.

Like 8-Ball, Prysm's "Gamma Radiation" isn't particularly good in terms of damage output, but it does have an excellent chance of putting out a Taunt on the Target. However damage output isn't what these Aristos are on your team for. They both offer Tanking and a high level of Control.


8-Ball is a great all-rounder, with some damage output, solid defense and control. He can bring a lot to any team and enhances a lot of different Aristos. Particularly benefiting from Support Aristos, more so than many other Team options, 8-Ball is a choice who comes to life when you begin to exploit synergies.

Doubling down on his control, alongside hEXx3r, can make it difficult for any opponent to keep their Team in the Scoring Zone. With Hannibal 8-Ball begins to have high damage output, with a repeatable attack which will begin to score solid Successes. Laxmee, on the other hand, will help to enhance his mobility, allowing him to hit his Switches more often. He also synergizes well with Melee Aristos, who he can help get up and into position at key moments in the game, and pull opposing Aristos into positions where they won't be able to escape, and are exposed to close ranged attacks.



Be sure to check out the In Depth article on 8-Ball from Corvus Belli and let us know what you think about this master of melee!

Is he an Aristo you use regularly?

How does he work in your Teams?

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

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!








Monday 25 November 2019

Aristeia! - The Rivals - Major Lunah


"YOU CAN RUN, BUT YOU CAN'T HIDE."

As deliberate and lethal as the venomous snakes of her home planet, Major Lunah surrenders the spotlight only up until the moment she decides to make the kill. Her military rank is more than a marketing scheme; she has served her nation in some of the deadliest theatres of operation in the Human Sphere. Now, she´s come to bring some much-needed discipline to the world of show biz.

This decorated markswoman, she holds the rank of Rā'id in the Haqqislamite armed forces, entered the pro Aristeia! circuit only two years ago, and she’s already caused quite a splash.

The forty-three-year-old war hero boasts an impressive service record, including not one, not two, but three tours as an elite sharpshooter on Paradiso, where she helped keep the alien invaders of the Combined Army at bay, lest they gain a foothold in their encroachment of the Human Sphere.

For reasons she refuses to disclose, two years ago Major Lunah resigned her military commission and became an Aristeia! aspirant. She had the approval and support of her superiors at the Haqqislamite army and, as it turned out, of the Haqqislamite people at large. Audience ratings in Haqqislam have skyrocketed since her debut.

Major Lunah has introduced bona fide military discipline into the world of Aristeia! And, in a sport where warfare is so ostentatiously invoked, it seems the audience has gotten a taste for the real thing. Luckily for them, Major Lunah has a competitive streak, as evidenced by her celebration of every new notch on her gun. She has proven that a sniper can play as crucial a role in a team as any other combatant. Despite her stern rictus and martial demeanor, there’s cheers every time she comes out of nowhere and turns the tide of a game with a surgical max-range shot. And each time she pulls off one of her trademark ricochets, her merchandise flies off the shelf for weeks.

Accurate, serene, courteous in her dealings with journalists and fans, she’s a real pro. Major Lunah has promised us a finale twist that sports aficionados won’t soon forget.

Could the hour of revelation be nigh?





Major Lunah is, defensively, a relatively strong Aristo, but one who is otherwise not outstanding in terms of her raw attributes. Her Initiative and Movement are middling, as is her Agility. She's not going to be keeping anyone in place with only a single Yellow die for her Brawn, however.

With a native Switch allowing her to use a pair of Special results to negate a Block from her opponents roll, Lunah has the full setup to create extremely effective high damage ranged attacks. It matches well with her two Automatic Skills, Marksmanship and Veteran Sniper, which deny the advantage of Cover to her targets and turn her own Cover (or any other source of Black dice) into increased damage potential as an Orange dice instead. It also means that Lunah particularly benefits from any Yellow dice she can pull in for her attacks.

Called Shot is not the best three-energy attack, even for a ranged option. If Lunah is going to keep up with other strikers in a single action she needs to ensure that she gets her Cover first. Obviously the excellent maximum range is an advantage, but the minimum also needs careful management. Don't forget that you can simply ignore an Aristo next to you and pick another target 'though, as long as you still have line of sight.

Suppressive Fire is another useful tool, which allows Lunah to manage the moblity of the opposition. Its range allows it to be combined with Called Shot to follow up on a target foolish enough to allow Lunah to take a full Turn in line of sight. It particularly benefits from picking up Blue dice, as these are likely to help trigger the Switch and allow it to inflict additional damage. It's often worth trying this on an already weakened target first, so you can use Called Shot on a tougher target and avoid overkill, when the tactical situation in the Hexadome allows that choice.




In terms of her Tactics, Lunah is a relatively Generous Aristo, offering three options which can be used flexibly and only one locked into her own Activation.

Holographic Sight can be enormously useful to virtually any Aristo, offering the opportunity to extend the range of a single Action (Attack or Simple) by two hexes. This can be just as useful for melee oriented Aristos as it can allow them to reach out to strike at more distant targets than they would usually be restricted to ('though watch out that their Switches and Automatic Skills still apply). There are few if any Aristos who couldn't take advantage of just a little more "reach" from time to time.

Ricochet allows greater flexibility in targeting by allowing some issues with line of sight to be bypassed. Unfortunately it does not allow you to disregard Blocked Spaces, so may not be quite so effective as it appears at first glance. It can allow Lunah (or another Aristo) to reach out into a hotly contested Scoring Zone more easily however and offers better opportunities to score in Scenarios where there are Victory Points for taking Frags from within the Scoring Zone. The secondary benefit which prevents damage back onto Lunah can also be useful, especially if she is already wounded or otherwise threatened.

Snake Bite is the one Selfish Tactic in Lunah's array of options. Although this reduces its value somewhat, the fact that she is unlikely to be anything less than a premier striking option means that you usually won't be sad to play it on her in any case. There is strong synergy here with other Aristos who offer Dazzled and/or Immobilized, 'though Lunah can maximize it herself as long as she can get off a Suppressive Fire on the target before attacking. This is a Tactic which is quite likely to produce overkill if used on some targets, so give a little thought to who is in your sights before you pull the trigger on this one.

Last, but certainly not least, we have Spot an Opening. There aren't a lot of Tactics which force an opponent to re-roll (as opposed to those which allow you to do so). Be careful of the timing 'though, it must be a Combat Roll AND you must be the Attacker, which makes this less useful overall than it might appear at first glance. Despite this it offers the opportunity to undo an unfortunately lucky Defense roll in a clutch moment, always worth considering.




If you haven't already, I highly recommend checking out Shamless Mayhem on Youtube and/or Twitch. Their Aristeia 99 series is very good, 'though pitched for new players, and their video on Lunah is linked above.

Overall Lunah is a strong ranged striker, 'though she is missing some of the mechanics which push others into truly bonkers territory and relies on exploiting her range more than most. She can be slightly vulnerable to the use of "offensive defense", as her own attacks don't produce a lot of Block results ('though she shares this weakness with several other Strikers) and her low-average Health can be chipped away fairly quickly.

Key weaknesses are Smoke and the Dazzled state, her range being good enough to easily overcome returning from the Infirmary, or penalties to movement. This is no more or less true of any ranged Striker however. Her extreme range makes her far less vulnerable to energy penalties, as it's very unlikely that she will be unable to return from the Bench in a position to simply take a shot.

In terms of the scenarios she suits, there is probably a place for Major Lunah in most matches. Anything which emphasises Brawn and Agility won’t suit her well, however. She’s not the most mobile Aristo however, which can limit her usefulness in traditional Scoring Zone Scenarios. She also doesn’t come with any inbuilt defense against his own kind which can become a liability in those matches where you REALLY want to put Aristos down.

The real rival for Lunah from within the halls of the Hyperpower is pretty obvious, it's the Optimate Huntress, Dart. She has the same focus on ranged damage, with extreme range and limited alternative options, as Major Lunah brings.

Most obviously Dart has lower Health and weaker Defense. This is somewhat mitigated by her Camouflage Automatic Skill, which allows her to take advantage of the Hidden State and makes taking damage in her own attacks much less likely.

She has lower Success output, but generally maintains fairly similar Damage with comparable Range as long as she gets her setup. On the other hand her Tactics and Hidden State allow her to function far better as a Scorer (especially offering some good protection once she is in the Scoring Zone, even from many Displacement effects).

Although it has some limited Support application, Detro-Nanoids is primarily another tool for Dart to maintain damage output, but it and her Tactics offer another angle entirely, with some real strength emerging there in terms of Poison manipulation which can pull her into the lead overall in a direct comparison.


Major Lunah is the most range strike oriented Aristo in the Hexadome. Her focus is narrow, but she performs outstandingly well within her field of expertise.

Once she has a target in her sights, it's very unlikely to be standing for long.


So that's our third "Rivals" article.

You might also want to check out our Aristo Analysis on Dart here.

As always we've love your feedback, especially on this article format. Flick us a message on the Facebook page or reply below.