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Torakage Effectiveness


spect_spidey

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From researching, a lot of people like Ten Thunder Brothers as scheme runners. But I was wondering how people feel about Torakage. They seem to have a solid stat line a defensive trick and an offensive trick plus their damage seems pretty good if you are getting the :+fate in melee. Do you ever run them? If so, do you run one or two? Thoughts?

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I like them a lot, though part of that is for their cool ninja sculpts. I generally only field one, though if you have a smaller collection more is fine enough. My main reasons for hiring one are: wk6 & Agile and +flip to att  & dmg.

Wk6+Agile means they can cover a decent amount of ground. Less so than some other options, but Torakage do their thing with no card flips, no fuss. They just walk once or twice to where you want them.

+flips mean they consistently force the opponent to cheat first, which can be good for your hand retention and sort of hand draining to your opponent. Being on straight damage flip means you're less likely to flip weak and can cheat in severe damage if it's what you need to win VP.

High stats are nice and I've certainly won flips thanks to those. But keep in mind Torakage only have six wounds with no damage reduction. They go down fast if the opponent decides to do it.

They're hand independent models that can do a variety of things, though none as well as a specialised model could. I find them a great hire. Use varies game to game, though they often start as a scheme runner sort, shifting to opportunistic damage dealing and defensive stancing road blocking. If/when you move them close to your crew pay attention to positioning. Torakage without its +/+ flips is much less of a threat to the enemy.

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Everything Nikodemus said... I personally never take them. Despite loving the ninja aesthetic. Too many other models in that price range eclipse it. Chiaki, Brothers, Yokai, Obsidian Oni, Illuminated for 1pt more... etc.

Really the deciding factor is that they typically go down in 2 swings. And that's too fragile for me at 6 pts. They're as fragile as a Yokai without near the utility or efficiency. 

Note on that: 5wds vs 6wds.  There is literally no difference unless armor is involved (or your dealing with min 1 damage). 3 hits from min 2. 2 hits from min 3+. Potentially 1 hit for most beater models. You really need to bring the goods if that's the case, and yokai bring the goods. Torakage do not. 

And 10T bros are ridiculous... they can go armor 1 on a trigger and df 7 with defensive.  So they take like 3-4 hits to shift. That's one of the reasons they get so much good press. 

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Addendum:

i feel that there is a note that should be mentioned in regards to the fact that they are Last Blossom models and mercenaries. Now... i can't think of a situation i would spend 7 stones for them... but the last blossom thing has some validity. it's a themed crew to be sure, but with Jorogumo in the mix, a torakage or two while running a last blossom list has potential. Again, it's just not quite efficient enough compared to other choices.

That all being said, play what you like! Nothing wrong with being thematic even if it's not optimized for greatness!

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I use one in Outcast, having the Emissary give it the " Pretty Floral Bonnet" trinket so it has Agile & Dont Mind Me abilities, then run them into groups of enemies who have already acted to take affect of One in the Crowd and put markers down wherever I want whenever I want.

 

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As @thatlatinspeakingguy has noted before, Torakage works wonders with McCabe and the sabre, that +/+ for Ml actions is incredible, especially if they also get Reactivate. I've had them score Quick Murder or kill A&D and Ashen Core on the first turn (I don't care if they die afterwards, provided it is within McCabe's 10" bubble). With other masters, they are indeed mediocre - not terrible, but they die way too easy and there are definitely better choices available.

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