Below I've got attached some thoughts from the FCMSC's resident 10T players (I believe between both of them they have...like...maybe 10 games under their belts) and I feel most of their thoughts are pretty spot on, and I always enjoy what people think about new stuff. Also I will warn you, it is a big read, so get a coffee sorted, a comfy chair set, or head to the loo while at work....
Enjoy....
Asami Tanaka and her glorious Oni underlings
By Corey Leslie
Asami: Living,
Oni master who looks like she is going to be all kinds of fun to play, but take
some effort to master.
Stats: DF7 – handy, as she has no df triggers and relies of Hard
to Kill
WP: 5. Wounds: 10 – little low considering her survivability is on the soft
side, especially when her summoning mechanic taxes her wounds. WK 5 Cg 6: More
than what I expected for a summoner, just given she plays more midfield, not
unsurprising.
Abilities
Rush of Magic – draw extra card, discard a card. Always handy.
HtK – handy
Wrath of the Oni – Oni within 4 deal 1 damage for a 1AP charge action – her
basic mechanic to allow summoned models to charge on the turn they arrive and
before they die from flicker. Handy, but healing will be needed in the lists.
Attack Action:
Another Mouth to Feed: MI6 with built in mask. 2/4/6 damage is
nice. Built in trigger for the push. The crow trigger is situational at best,
but hilarity will ensue when it happens – target takes a TN 11 Ht duel. If
fails, it dies unless you discard 2 cards.
Reaching Tendrils: Ca6 with mask. TN12. Rg8, Target is pushed into
base contact. Handy for bringing models closer for any summoned Oni 1AP
charges.
Tactical Actions
0AP – Insatiable Hunger: Ca6 TN12 – discard all markers within 2
and heal two damage for each marker. Helps with her losing wounds to allow the
1AP charge, but savvy opponents will just keep scheme markers away from her, so
you are spending ap to drop markers to heal her. Probably better ways – low
river monk, etc. (To me this will tie in really well with Heavenly Design, as your models drop scheme markers. - Nick)
1AP Oni Strenght – Ca6 Tn 12, Target Oni or minion gains Focused
+2 – can see this being used a bit by some models (early game Katanaka Sniper
hits, beefing Jorogumo, hell, even on herself!)
1AP From the Maw they Come: Her bread and butter. The summon
mechanic. Minions only (Jorogumo are minions…with no rare restriction ;) ), TN
is 10MM plus the soulstone cost of the minion. Has a built in mask so you
either need to flip/stone/cheat for the other. I really only see me summoning
the lower cost minions (more on this later), and hiring the hire ones, such as
the Jorogumo. The naturally come in with Flicker 1, but can go up to Flicker 3
if you happen to have near by scrap/corpse to dispose of.
Upgrades:
1ss: Feigned Weakness: Extra
summoning based on VP. Basically, if at the end of turn 2 the VP has you up by
2 (say 2 – 0), the Asami can summon in a minion Oni. The catch is that the
total ss cost of the summoned model must be equal to or lower than the difference
in VP + 3. Funnily enough, there are Oni minions in the ranges of