This box seems like it has a very strategic and synergistic approach with its abilities, focusing on a combination of controlling the battlefield, inflicting status effects, and sacrificing units for the greater good.
Here’s a quick breakdown of what I think makes each unit tick, and how they might interact together:
Mother-of-Pearl
Role: Controller with a focus on status effects, especially immobilizing enemies.
Strengths: Their Drown ability will help chip away at enemy health over time, and pairing that with the immobilizing effects will leave enemies vulnerable for longer. The ability to sacrifice Miyakomo's Echo will help sustain Mother-of-Pearl, but they’ll need protection.
Tactics: Focus on keeping enemies immobilized while chipping away at them, ensuring that they can’t escape easily. You'll want to position well to protect Miyakomo’s Echo so they can be used effectively.
Jung Keikoku
Role: Tanky fighter to hold down opponents.
Strengths: The Intangible ability helps Jung get to enemy fighters easily, and their Indomitable and Tough make them hard to take down. Great for controlling areas and locking down enemy key pieces.
Tactics: Place Jung Keikoku in the center of enemy formations or near important targets. They’ll hold enemy fighters in place, giving your other models the time to attack or control the battlefield.
Meunagi
Role: Damage dealer with piercing attacks.
Strengths: The combination of Pierce and Sharp attacks makes Meunagi a solid counter to tougher units with Armor or Tough. Bleed synergizes nicely with Mother-of-Pearl’s Drown ability, as it adds ongoing damage.
Tactics: Use Meunagi to attack hard-to-kill enemies. Work them into position where their Bleed effect can stack, particularly against tougher fighters that are already immobilized by Mother-of-Pearl.
Anko
Role: Disruptor and tank for enemy actions.
Strengths: Their drag attack can reposition enemy models, and the Hypnotic Gaze ability can cripple the opponent by forcing them to lose activation counters. Illicium is an interesting way to redirect damage, which can help keep key fighters alive.
Tactics: Anko is a great support piece, especially in the late game. Use their Hypnotic Gaze to disrupt enemy actions and move threats out of position with their drag attack. Keep them safe from direct combat, as they seem to thrive more on disrupting and redirecting.
Himei
Role: Ranged support.
Strengths: The Slippery ability lets Himei disengage easily, while their ranged attack can add stun counters from a safe distance. They’ll be more effective in a hit-and-run role.
Tactics: Keep Himei at a distance, using them to apply stun counters from afar while staying out of harm’s way. They’ll need careful positioning, so focus on mobility and keeping enemies at range.
Fu Ran Ku
Role: Disruptor and debuffer.
Strengths: Fu can apply immobilized markers, and their ability to slow down enemies’ activations makes them a great tool for controlling the pace of the game. Durable helps them stay on the field longer, despite their low health.
Tactics: Use Fu to clog up enemy lines, applying immobilization and slowing down activation phases. They’re not great in direct combat, so it’s key to position them carefully and avoid getting surrounded.
Miyakomo’s Echo (x2)
Role: Sacrificial units for Mother-of-Pearl.
Strengths: These cheap units will be a necessary sacrifice to keep Mother-of-Pearl alive and allow her to keep using her abilities effectively. They’re also useful in triggering Tokkiko’s Choice ki feat.
Tactics: You’ll want to use them as expendable pieces, throwing them into dangerous situations where they can be sacrificed to save Mother-of-Pearl or trigger her special abilities.
Key Synergies:
Mother-of-Pearl and Meunagi: You’ve got a nice synergy between Mother-of-Pearl’s immobilizing abilities and Meunagi’s Bleed. Keep the enemies locked down with Drown, then use Meunagi’s attacks to keep applying additional pressure.
Jung Keikoku and Fu Ran Ku: Jung Keikoku will hold enemies in place while Fu Ran Ku disables their activation counters, slowing down the opponent's plans.
Anko and Himei: Anko can draw enemy attention with their Illicium and drag attacks, while Himei keeps applying pressure with ranged stuns, enabling more control over the enemy’s actions.
This legendary creature combines flesh and sky fire, waiting patiently before striking with lightning-quick reflexes and a terrifying bite. As a denizen of the deep, none are safe when it is near. These creatures can only venture into land when the sea comes with the Jung; otherwise, Ryujin lets them shock sailors from beneath while Raijin and Fujin make lightning above.
Contents:
1x Electric Eel Miniature
Turn pirates into professionals. Sen’in grants Kaizoku Bravery & Armour, powers up Coordinated Attacks, cleanses when needed, and duels enemy champions on her terms.Steel-nerved and battle-tested, Commodore Sen’in runs a tighter ship than any pirate afloat. Her disciplined command turns rough-and-ready Kaizoku into a reliable, hard-hitting crew—and when it comes to single combat, the Commodore is a duelist few can match.
Why You’ll Want Her
Crew Uplift: As Captain, she boosts Kaizoku with Bravery and Armour, making your sailors steadier under fire.
Harder Hits on Command: Coordinated Attack and combat bonuses when Commanded let humble deckhands punch above their weight.
Self-Sufficient Support: A minor cleansing effect helps manage conditions even without Sea Witches aboard.
Elite Duelist: Gains Feint and Dodge, then locks out interference to take decisive one-on-ones.
On the Table (Highlights)
Faction/Theme: Jung Pirates – Captain (Kaizoku crew)
Role: Leader / Duelist / Support
Playstyle: Rally Kaizoku with commands, set up coordinated swarms, and isolate enemy aces for Sen’in to outfight.
Tactics Tip: Lead with Kaizoku screens under Bravery/Armour, then issue Command to stack Coordinated Attacks. Use Sen’in’s interference denial to challenge enemy threats while your marines secure the objective.
Box Contents
1× Commodore Jung Sen’in miniature
1× plastic base
1× Bushido profile card
Product Details
Game System: Bushido (GCT Studios)
Faction: Jung Pirates
Assembly: Required; supplied unpainted
Base: Included
Jung Pirates add two more abyssal crab spirits to the crew. Perfect for objectives, screening, and powering The Deep—field up to four Echoes with this blister.
Summoned from the abyss by Miyakomo, these eerie crustacean spirits crash across the deck and shoreline, scuttling where the fight is fiercest. Miyakomo’s Echo adds two more of these Jung horrors to your crew—perfect for scenario pressure, screens, and fueling The Deep’s synergies.
Why You’ll Want Them
Expand The Deep: Two Echoes come in The Deep themed warband; this blister adds 2 more so you can field the maximum 4 Echoes in a force.
Objective & screen specialists: Great for contesting zones, tying up lanes, and enabling your Jung game plan while the heavy hitters close. (Retailers describe them as Miyakomo’s sea-spawned allies for Jung Pirates.)
Theme synergy: In The Deep, Echoes interact with sacrifice/replace effects, helping sustain key centerpiece models—giving you tempo and resilience.
On the Table (Highlights)
Faction: Jung Pirates
Role: Objective runner / Screen / Support piece
Playstyle: Use Echoes to jam charge lanes, pressure scenario markers, and trigger The Deep’s toolbox while your captains and brutes do the finishing work.
Box Contents
2× resin miniatures (Miyakomo’s Echo)
2× 30 mm bases
1× full-colour profile card
Product Details
Game System: Bushido (GCT Studios)
Faction: Jung Pirates
Material: Resin; supplied unpainted & requires assembly
When years passed without word of the Jung, they were considered lost, their return under the mon of the giant squid surprised everyone. They have reaped what they need from the traders on the seas of the Jwar Isles, forcing the Shiho, the leaders of the Prefecture at that time, to label them pirates. Their fleets are faster and their knowledge of the Isles’ waters unparalleled by all but perhaps the Carp clan, allowing them to evade the larger, less experienced junks of the Prefecture. Long years away from the courts of the Jwar Isles have left the Jung rough around the edges but they have not forgotten their ancestry.