Bushido 101 - Choosing a VIM


I'm currently putting together a Nightmares of Jigoku list for Daimyo of the South and having selected some models I like, I cast my eye over them and suddenly thought, do I have a decent VIM? It then occurred to me that some of the newer players may not be fully aware of VIMs (Very Important Models) as they aren't referred to in the main rulebook, so this blog post is both to raise VIM awareness and help me select some suitable VIM candidates for my list.

As always, I am not a Bushido expert, but hopefully I can highlight some basic considerations that you should be taking into account.

What are VIMs anyway?

VIM is a scenario rule which obliges players to choose one of their models to effectively become a scenario objective for the game. Such scenarios allocate at least one of the conditions for scoring a Victory Point to achieving an objective with your VIM, typically being closer to the opposing deployment zone than your opponent's VIM is to yours.

VIMs can be Open, Hidden or Nominated. Open = You choose your VIM and tell your opponent which it is. Hidden = You choose your VIM and keep the information secret until such time as the VP is scored (usually at the end of the game). Nominated = Your opponent chooses one of your models to be your VIM (obviously trying to make your life as difficult as possible in the process).

VIMs have to be a unique model and cannot be animals. They also cannot utilise Disguised or Flank Traits, but you can choose models with Disguise or Flank (unless you are Nominating a VIM for your opponent).

The article assumes you are choosing your own VIM. If you ever play a game where the VIM is nominated, just reverse it!

This is easy, I just choose my best model, right?

The original VIM scenarios (Messenger, Envoy) used Victory Point conditions that were solely about the status of the players' respective VIMs. This did indeed encourage players to simply choose their best (or most die hard) model and charge them across the board scattering all before them as if you were playing Dynasty Warriors.

The draft Tournament Rules now appear to make VIMs less of a focus when they are included in the scenario. Therefore selecting your most valuable model is more than likely a waste of their potential (at least in part), as you'll probably need them to assist in fulfilling the other scenario objectives. That's not to say that they can't do both, but ask yourself, if Ito Itsunagi is better served clearing away space around the Idols rather than sprinting away from the action.

The other issue with selecting your best model (and this was true of the earlier VIM scenarios) is that it places a massive target on their back and enables your opponent to narrow their focus, as they'd probably want to take that model out of action anyway. Choosing an alternative model obliges them to divide their forces a little more.

So what does make a good VIM?

This will greatly depend on the VIM's scenario objective, but let's assume we're largely talking about high tailing it from one side of the board to the other while not dying. Here are 10 attributes, traits and special rules that could be useful to this objective.



Movement Statistic - I'd suggest a minimum Movement Statistic of 4. Anything less and your VIM will be obliged to be making a walk action for most of the game i.e. it will take at least 4 turns to get from one side of the board to the other (Running will of course be quicker, but that leaves you open to melee penalties and makes the model less survivable). You have to allow for the possibility that the VIM is going to get bogged down in melee or blocked from advancing in another way. Anything with the Slow trait should definitely be avoided!

Agile & Evasive - As mentioned above, your VIM is likely going to cross blades with something enroute to their destination (unless your opponent is singularly focused on the other scenario objectives) and/or have to wade through multiple Zones of Control. The Agile trait allows you to leave melee without the risk of making a disengage action while Evasive allows you to ignore Zones of Control. VIMs thus equipped will be able to duck and weave through areas of conflict increasing their chances of meeting their objectives. The Intangible trait is even better, effectively combining these traits while allowing the VIM to move through other models. Similarly,  Cloudwalk does enable you to ignore Models/Zones of Control while moving, although it doesn't enable you to ignore them when you "land", or allow you to leave base to base in of itself.

Awareness & Sixth Sense As you reach the end of the game, your VIM should be running towards your opponent's deployment zone and if it needs to run, will have it's back to the opposing forces. Having a VIM with the Awareness or Sixth Sense traits ensures you won't be surprised by an opportune melee action while your back is turned. If your VIM does not have access to such traits, then keep in mind that being Surprised after having made a Run action does not lead to a happy outcome, so perhaps use Walk actions so you can keep a wary eye on any pursuers.

Bodyguard - If you can identify a VIM whose type is listed within the Bodyguard trait's descriptor of one of your other models, then you can assign said model to keep a careful eye on your VIM and have it step in if your VIM is the target of a melee action. Be prepared to lose the Bodyguard model and also try avoid this set up becoming a bit of a points sink. Models with the Bodyguard trait often have a low rice cost so try to take advantage of this.

Camouflage - All Bushido tables should have a decent amount of cover on the table (especially at tournaments) and the Camouflage trait enables you to maximise the use of this cover. Put simply, your opponent can't hunt what he can't see. If you can hide your VIM in cover for the better part of the game (away from the other scenario objectives) then you will either draw an opposing model away to come and find you or better yet, be left alone so you complete your run as the game enters it final stages.

Fear - Giving your opponent pause (i.e. by making them take a Fear test) before they engage you is one way to keep your VIM out of trouble. Cult of Yurei have the option of giving a VIM with Fear, the Fearsome Presence attachment which subjects enemy models to the Dread trait at anytime when the VIM is not the active model. This means they will likely have to take the Fear test with one die. Just be aware of any Fearless models in your opponent's line up.

Ranged Defence - This one is pretty straightforward and available to pretty much everyone via Arashi's Fan. Ranged Melee in Bushido rarely produces a kill shot and whatever you can do to lower the success level of a Ranged attack (or make it miss altogether) will prolong the lifespan of your VIM.

Resistance & Spirit - Melee is not the only means to obstruct a VIM. Indeed there are all manner of Ki Feats that your opponent can throw in your direction (hello Obey) that can hinder your VIM's progress or make it forget what it got out of bed for that morning. A VIM with the Resistance or Spirit traits will have a measure of protection against such trickery. Better yet, if you can find a model with Soulless (remember it has to be a unique model), you won't have to worry about that nonsense at all.

Tireless - One of the first rules of Bushido is that you can nullify an opposing model, simply by attacking it twice in melee and removing it's activation markers. Tireless does of course prevent this and can be useful for making sure that you're VIM doesn't just simply get shadowed by the cheapest (non-insignificant) model your opponent can throw at it.

Toughness & Armour - Much of what I've suggested above is based around keeping your opponent at arm's length. Some factions (Minimoto spring to mind) will find this difficult, so having traits that keep you alive may be a better approach.


Comments

  1. Thank you! As a brand new player I’d seen a few references to VIM but not a huge amount of detail. This was invaluable.

    ReplyDelete
  2. Thank you! As a brand new player I’d seen a few references to VIM but not a huge amount of detail. This was invaluable.

    ReplyDelete

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