Difference between revisions of "Kisho Ninja (FOTS Unit)"
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− | The Meiji-Era Kisho Ninja are, unfortunately, a step backwards compared to their Sengoku-Era predecessors. Their recruitment cost is '''almost double''' and their stats are only improved by a very insignificant margin of 2 points, rendering them a | + | The Meiji-Era Kisho Ninja are, unfortunately, a step backwards compared to their Sengoku-Era predecessors. Their recruitment cost is '''almost double''' and their stats are only improved by a very insignificant margin of 2 points, rendering them a potentially cost-ineffective choice for any single-player or multi-player battle. The only positive change is their campaign upkeep which was reduced by 1/3. |
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+ | ===Second Opinion=== | ||
+ | Using Kisho Ninja is a high-risk investment as they will either pay for themselves by defeating one or more units of infantry or become a waste of money if they get routed too early. The best strategy is to use Stealth to avoid being fired upon which will allow the Kisho Ninja to close the distance with the enemy and inflict heavy casualties with a melee charge. | ||
[[Category:FOTS Infantry Units]] | [[Category:FOTS Infantry Units]] |
Latest revision as of 20:39, 17 July 2013
Kisho Ninja (FOTS Unit) | |
---|---|
File:Kisho Ninja FOTS.png | |
Class | Special Infantry |
Recruitment Cost | 1420 |
Upkeep Cost | 180 |
Requires | Buildings: |
Melee Attack | 15 |
Charge Bonus | 20 |
Bonus vs Cavalry | 0 |
Range | 50 |
Accuracy | 40 |
Reloading Skill | 60 |
Ammunition | 2 |
Melee Defence | 8 |
Armour | 4 |
Morale | 12 |
Speed | 4 |
Contents
Description
Death hides in the rustling of leaves.
These men are shadows, able to move across the battlefield without being seen. They are best employed to stealthily approach high-value enemy units, and then suddenly strike. They can throw fire bombs at close range, and fight in melee with deadly skill. However, the small number of men in a kisho ninja unit means that they can be overwhelmed by numbers in close combat if badly handled. They should not be hurled into an attack just because they are at hand!
Despite more than two centuries of relative peace and calm under the Tokugawa Shogunate, there are few reasons to think that the ninja ceased to exist. Indeed, there is every reason to suppose that ninja remained in use throughout the period to keep order. The arrival of new weapons and technology in Japan in the 1850s and later would merely have given the ninja new killing devices to use. During the wars of the 20th Century, Imperial Japanese Special Forces employed many skills that would have been instantly recognisable to medieval ninja.
Strengths & Weaknesses
- Can hide anywhere.
- Can move hidden.
- Very good in melee.
- Good but short-ranged melee attack.
- Good morale.
- Weak against cavalry.
Special Abilities
- Stealth - This unit can become extremely stealthy for a short period of time, remaining hidden even when running.
- Blinding Grenades - This unit can use blinding grenades to disorientate the enemy, affecting their speed, combat ability and missile accuracy.
Other Information
Kisho Ninja (FOTS) | Kisho Ninja (TWS2) | |
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Recruitment Cost | 1420 | 800 |
Upkeep Cost | 180 | 275 |
Melee Attack | 15 | 14 |
Charge Bonus | 20 | 20 |
Bonus vs Cavalry | 0 | 0 |
Range | 50 | 50 |
Accuracy | 40 | 40 |
Reloading Skill | 60 | 60 |
Ammunition | 2 | 2 |
Melee Defence | 8 | 8 |
Armour | 4 | 3 |
Morale | 12 | 12 |
The Meiji-Era Kisho Ninja are, unfortunately, a step backwards compared to their Sengoku-Era predecessors. Their recruitment cost is almost double and their stats are only improved by a very insignificant margin of 2 points, rendering them a potentially cost-ineffective choice for any single-player or multi-player battle. The only positive change is their campaign upkeep which was reduced by 1/3.
Second Opinion
Using Kisho Ninja is a high-risk investment as they will either pay for themselves by defeating one or more units of infantry or become a waste of money if they get routed too early. The best strategy is to use Stealth to avoid being fired upon which will allow the Kisho Ninja to close the distance with the enemy and inflict heavy casualties with a melee charge.