This ICE is an absolute nightmare for Runners to encounter. Even with Corroder, Cerberus "Lady" H1, and Battering Ram this is horribly taxing. In a normal, 5 card max hand size deck, it will cost Corroder 7 to break. With Cerberus "Lady" H1, you'll get one solid break against Ashigaru but next run you're screwed. Battering Ram also costs 7 to break. Just under D4v1d range, this makes even Quetzal shudder.

Ashigaru is a great ICE, however its usefulness is lessened by its cost: 9 to rez is absolutely painful in some decks, and at 3 influence it's hard to splash in many decks outside Jinteki. If you do decide to splash for it though, you probably won't regret it for long. This ICE is best utilized in decks that can make lots of money: Jinteki: Replicating Perfection comes to mind first and foremost, where rampant Sundews can earn you your money back pretty fast. Ashigaru could see some play in NBN: The World is Yours*, but the influence cost hurts still. Janky Cerebral Imaging: Infinite Frontiers decks could run this for ensuing hilarity.

Ashigaru could work well with Chum and Sensei or anything else to extend the number of subroutines/taxing potential. Midway Station Grid and Ashigaru sounds like hell on Earth to encounter.

Overall, Ashigaru is a super taxing piece of ICE, and while it might have a rough influence and rez cost, the taxing potential on the Runner could very well outweigh the initial cost.

One little detail that was missed: This card is absolutely stomped out (albeit it's 8 creds to play) by Morning Star. Bold Professor players with no economy issues would eat Ashigaru alive...just sayin'. :) —
Any Strength 4 ICE is going to have the Atman question, and honestly you'd rather have Lotus Field as a pure ETR machine. Needs more scary text for 9 credits —
It's like a hyper expensive IQ built on weight of subroutines instead of strength! This means running it with Panic Button on HQ is even more hilarious, letting you tack one-for-one taxing onto the already high tax potential...and in Jinteki, when you have to discard due to hand size you just discard traps that fire in Archives. Heh. —
So good against Faust though! It's actually impossible for Faust to break without a Datasucker or something as well. —
Just add a [[TL;DR]] before Ashigaru and look them faint. —
Word of warning though, GS Sherman M3 breaks this for 4 credits every time. —

On first glance, Vigil seems somewhat underwhelming as a console, but it is perhaps one of the strongest consoles available to Anarchs, primarily for its ability to let the Runner draw at the beginning of their turn if the Corp has cards equal to their max hand size in HQ. Very few Corp decks have below the max hand size of cards in HQ (notable exceptions being some Cerebral Imaging decks and The World Is Yours NBN), and against other decks like Replicating Perfection and especially Near Earth Hub, Vigil could create considerable draw power since both identities usually stay at around 5 cards in their hands.

At 2 credits, Vigil is one of the cheapest consoles in the game, and is comparable to Astrolabe in Shaper, albeit with a more conditional draw effect. Vigil helps the Runner keep tempo with the Corp if they don't pay attention to HQ. This could hinder or help the Runner as well; if the Corp stays at 4 or less cards in hand a well-timed Wanton Destruction could decimate HQ while preventing the Runner from drawing, essentially making Vigil into an Akamatsu Mem Chip for a while.

With 1 extra memory, Vigil won't be seeing play in some builds, and certainly needs additional backup if things like D4v1d and Imp are utilized along with the full breaker suite, but with the new AI-breaker Eater, Vigil is certainly a viable choice for runners like Quetzal, Reina, and Whizzard.

So to sum up fast, Vigil is a cheap -- albeit, conditional-- alternative to other Anarch consoles out there, and it generally supports smaller, focused breaker suites. The ability to draw is something that should be taken into consideration moving forward, with the dominance of Near Earth Hub and other builds that usually keep their hands full, but the Runner shouldn't base all their draw power off this console alone.

Earthrise Hotel is a worthy substitute for Wyldside these days. With click compression Corp decks running rampant (such as Replicating Perfection builds), one extra click available to the runner can be huge. For 4 credits, you get to play a Daily Casts for drawing, essentially. The 4 credit cost to play might seem a little steep, but it opens up an extra click that would be taken by Wyldside for 3 turns.

Earthrise Hotel was built for decks that want to run as often as possible each turn. If you dont mind losing a click every turn and can readily get rid of it (ala Aesop's or other means), Wyldside is probably a better choice. If you dont mind spending a little bit more for a temporary effect that lets you spend the full 4 clicks each turn, Earthrise Hotel is probably the way to go.