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Kisho Ninja (FOTS Unit)

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Kisho Ninja (FOTS Unit)
File:Kisho Ninja FOTS.png
Class Special Infantry
Recruitment Cost 1420
Upkeep Cost 180
Requires Buildings:
  • Master Dojo
  • 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


    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)
    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.

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