Disclaimer: I am not
Dude. This is not my work. I have asked Dude for his permission to repost this Tactica over on Dakka from the Official Forums from his thread here and he has agreed.
If you notice anything wrong or anything which has been updated in this Tactica thread (especially points/loadout changes) since posting please let me know and i will edit it when i can. Especially formatting....this is going to be a MASSIVE post and i cant link in the middle of the post to make the table of contents as helpful as it is when each unit has its own post...if you have an idea of how to better do this please let me know.
Here is a link to the original thread on the Official Forum:
http://infinitythegame.com/forum/index.php?/topic/8262-bushido-and-stealth-a-treatise-on-the-japanese-sectorial-army/
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Introduction
The Japanese Sectorial Army is many different things to many different people. To the Yu Jing state, the
JSA is a carrot that channels the militant energies of an oppressed people into a useful force for the empire. To the ethnic Japanese subculture, the
JSA is an opportunity to honor their warrior heritage and prove their worth to a government that couldn't care less. To their enemies the
JSA is a fearless force with no concern for anything but victory. To their commanders, the
JSA is a masterfully forged sword - an elegant anachronism that can be surprisingly effective but is nonetheless outdated.
On the field, the
JSA is a unique combination of
raw aggression and deadly surprises. They are the most close quarters intensive force in the game, but pay for that by having very limited ranged attack options. Their
TO troops have many options that other armies simply can't field - any unit without MSV3 can be dispatched by a well-placed ninja, but precision attacks against high-value targets are very risky. Overall, the
JSA literally brings a sword to a gunfight, for better and worse.
A General Overview
Pros:
• Many cheap
HI
• (Almost) never need to make a guts roll
• Flexible link teams
• Highly Mobile
Cons:
• No shooting specialists
• No infowar specialists
Unit Availability
Butai:
Keisotsu Butai 軽卒部隊 [Total] {LINKABLE}
Kempeitai 憲兵隊 [2]
Aragoto Senkenbutai 荒事先見部隊 [4]
Domaru Butai 胴丸部隊 [5] {LINKABLE}
Haramaki Zensenbutai 腹巻き前線 [6] {LINKABLE}
Oyoroi Kidobutai 大鎧機動部隊 [2]
Tokusetsu Butai 特設部隊 [1]
Shadows:
Ninja 忍者 [5]
Oniwaban お庭番衆 [3]
Characters:
Miyamoto Musashi[1]
Saito Togan [1]
Domaru Takeshi "Neko" Oyama [1]
Shinobu Kitsune [1]
Robots:
Karakuri Special Project [3] {LINKABLE}
Yáo Xiè Ruì Shī (瑞獅) [1]
Yáo Xiè Lù Duān (甪端)[1]
Yáo Kòng Weì Bīng (卫兵)[1]
Yáo Kòng Hù Sòng (护送)[1]
Yáo Kòng Son-Bae [1]
Yáo Kòng Chāi Yi (差役)[1]
Yáo Pú Panguling [1]
Yáo Zăo (遥蚤)[1]
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Unit Summary
Butai
Keisotsu Butai 軽卒部隊
Unit Summary
Pros:
• Cheap orders and heavy weapons
• Total
AVA + Linkable
Cons:
• Substandard stats
Recommended Roles:
• Order generators
• Frontline link team
Unit Description
The Keisotsu bear a very unusual burden for cheap line infantry - they are your only infantry that can carry basic heavy weapons (read:
HMG). They are also not frenzy, impetuous, hackable, or even cubed, so they are your only troops that are not somehow situationally vulnerable. This means that they are your only option sometimes and you have to learn to love them because of that.
Weapon Configuration Analysis
• Combi rifle – A 9 point order and link team supporter, nothing wrong with that.
•
LGL – A low
BS makes parabolic fire very impractical. 5 points and .5
SWC are usually better spent.
• Multi-Sniper – High cost, both in points and
SWC. If you have both to spare then it could be of use in a link team, but other weapons usually perform as well or better.
•
HMG – Your only
HMG choice that isn't a
TAG. Highly recommended.
• Missile Launcher – More expensive than an
HMG but a much more threatening
ARO. More often a deterrent than a destroyer, but still well worth it.
• Hacker – The
JSA has no good hackers. This one is the worst.
• Forward Observer – While guided weapons are not the
JSA's strong suit, paying 3 points for a flash pulse can often be worth it.
• Medic – Only 3 points, a good place to spend loose points.
• Lt. – Costs 2
SWC. If you can pay it, fine. But if you have a good use for those
SWC, you need a different LT.
Link Team Analysis
The Keisotsu fireteam is the prime example of turning ordinary cheerleaders into a hardened fighting force. Their heavy weapons are the key - as long as they pack a ranged punch they can threaten almost anyone. Their weakness is
BS modifiers, however, their missile launchers and
HMGs are only .5
SWC a piece, so outfitting a link team with proper weapons is easy.
Tactical Analysis
The Keisotsu are the lowliest of grunts. They provide regular orders and work well in fireteams, but otherwise are unskilled and unimpressive. They should avoid enemy fire as much as possible - when unlinked they are easy targets and when linked they're worth too much to risk. Exposing them for the enemy's active turn must be a calculated risk.
--
Kempeitai 憲兵隊
Unit Summary
Pros:
• Chain of Command
Cons:
• Costly
Recommended Roles:
• Backup LT.
Unit Description
The Kempeitai advocate the Japanese people in the Yu Jing Army through revenge. Yu Jing commanders that carelessly discard the lives of their Japanese troops (or purposefully abuse them) are targets for assassination by the Kempeitai. The
JSA clearly holds them in high regard for this, because when battlefield command is lost they all know who to turn to.
Weapon Configuration Analysis
• Combi Rifle/Boarding shotgun – Some people prefer a boarding shotgun to a combi, others don't. I prefer range and burst over damage and template, so I pick the combi. But don't bother picking this option.
• Combi Rifle/Boarding Shotgun (Chain of Command) – 24 points seems like a lot of points to pay for Chain of Command, but with the
JSA it's very liberating to know that you can risk your LT. Recommended for most lists.
Tactical Analysis
Treat the Kempeitai as you would any other grunt LT - deploy him in a safe spot and don't use him unless you absolutely have to. He's got decent skills to protect himself (sixth sense,
BS 12) from any slippery attackers, but that's certainly not a reliable defense.
--
Aragoto Senkenbutai 荒事先見部隊
Unit Summary
Pros:
• Fast
• Impetuous
• Good
BS, weapons, and mimetism
Cons:
• Impetuous
• Motorcycle penalties
Recommended Roles:
• Quick and deep assault
Unit Description
The Aragoto bikers are the fighter pilots of the Infinity battlefield. Their actions are quick and decisive, resulting in fast victory or immediate defeat. They are among the elite in the
JSA, chosen for their brazen recklessness and piloting skill. Even the most hardened conservative bushi warrior must respect what these punks bring to the fight - the ability to rush through unguarded territory and eliminate vulnerable enemies with ease.
Weapon Configuration Analysis
• Combi Rifle + Light Shotgun – I don't like paying for a light shotgun with a combi rifle, but it's well worth the points if you don't have
SWC to spare
• B-Shotgun – The cheapest but least effective loadout. Range is a serious problem.
• Spitfire – The best 29 points and 1.5
SWC you can spend. The speed of the bike and range of the spitfire make this option a constant terror to the enemy.
• Hacker – With
WIP 13, it's better than a Keisotsu. You also get the mobility of a bike. If you must field a hacker, this is a good place to start.
• Lieutenant – This is an excellent LT option for the
JSA. He's only .5
SWC,
WIP 13, and a good attacker. Impetuous isn't a problem because the LT order can cancel it, and losing your LT on your turn isn't a big loss - just spend 2 orders on a new LT and you're good to go.
• Asuka Kisaragi – She's not very different from the vanilla Aragoto until you get up close. She's one of the few sources of fire in the
JSA, and with her speed she can apply it quickly and painfully. She also packs an assault pistol for extra close-up fun. She costs 3 more points than the vanilla Aragoto, but is well worth it. She also has a moderately impressive
CC score, but without special
CC skills or a
CCW, consider it a desperate option for locking down a powerful enemy model.
• Asuka Kisaragi LT – She's a
WIP 14 model, so she's among your best LT options. As with the vanilla Aragoto LT, you can mitigate her impetuousness with the LT order and her vulnerability as an LT by sacrificing her early in the turn. You can also field a Kempeitai.
Tactical Analysis
The Aragoto are rare impetuous troops that pay no attention to
CC at all. They are straightforward shooting troops that use speed and mimetism to great effect. Unlike many other impetuous troops, their forward rushes present a serious threat to anyone trying to stop them - if the Aragoto are in range then they can handle most defenders. This means that their impetuous advances are more often useful than not, but there are occasions where you do need to hold them back. But, if your opponent isn't defending against them, they can eliminate an order pool in a single turn.
--
Raiden Seibutai
Unit Summary
Pros:
• Cheap Firepower
• Limited Camo
Cons:
• 4-2 Movement
• No Vanilla Options (
SWC intensive)
• Not Courageous
Recommended Roles:
• Alpha Strikers (thanks to limited camo)
• Baseline Fire Support
Additional Notes:
• Good place to use loose
SWC
• Lackluster skills/equipment for
MI
Unit Description
Raiden help to fill a glaring hole in the
JSA - fire support. They provide some much-needed heavy firepower, but do so cheaply and with little fanfare. Their primary purpose is to make a lightning strike (hence the name) from a concealed position and then provide basic fire support until they're outclassed to the point of irrelevance or sacrificed as a risk or a calculation.Interestingly, they are the only unit in
JSA that need to make guts rolls.
Weapon Configuration Analysis
• Multi Sniper Rifle – This is my go-to option. It packs range and it packs power. But it's also the most expensive. I think it's worth it. 2 shots is generally enough to hit your target and 2
ARM rolls should be enough to drop a 1W model.
• Heavy Rocket Launcher (x-visor) – Slightly cheaper than the
MSR, this option gives you a template and fire - both of which are very valuable in the right situation. Unfortunately,most targets vulnerable to fire are not easy to hit (due to camo/
ODD) and the Raiden has no special bonus against them.
• Spitfire (x-visor) – A spitfire with an x-visor is not quite an
HMG, but is more expensive. However, once you get past the feeling of being ripped off, this is a good option for addressing enemy threats on your side of the board (or enemies farther away that don't have good range bands).
Tactical Analysis
I find the Raiden work best in groups. Alone, they are a one-trick pony. Once their camo is spent they have very little to provide. They can't move quickly to draw lines of fire to vulnerable enemies or flank stronger one. They don't stand up to counterattacks very well (medium
BS, medium
ARM, 1 wound, no
BS modifiers or visors). They can take on weaker foes directly attacking you and little else. However, with some help they can coordinate or tag-team camo strikes.
The Raiden provide a good place to spend extra
SWC, which are available when playing a Domaru fireteam. They also mitigate some of the weaknesses of Domaru - they can clear firelanes to cover an advance and having some heavy firepower is important to balance out the short-ranged power of the Domaru.
The
JSA's playstyle emphasizes a strong active turn and a vulnerable reactive one. The Raiden are no different. They don't link, they don't respond well to direct or superior firepower, and their active turn potential makes them notable targets. Their guns are powerful but they aren't, so restrain your camo strikes to 1-wound targets (but feel free to wail on enemies that can't respond well in the current range bracket).
--
Domaru Butai 胴丸部隊
Unit Summary
Pros:
• Cheap (by
HI standards)
• Close range threat
• E/M capabilities
Cons:
• Impotent at range
Recommended Roles:
• Close range defense
• Close range offense
Additional Notes:
• Very specialized strengths, very prominent weaknesses
• Difficult to use
Unit Description
The Domaru Butai have taken up the sword to honor their warrior heritage. They are the new Samurai, a symbol of status and honor in a society consistently stripped of both. Some have earned their place among the Bushi, others have inherited it, but they all strongly uphold their ideals with a willingness to die for them. Given the opportunity to trade their lives for a shot at victory, they are happy to oblige.
Weapon Configuration Analysis
• Chain Rifle, E/M
CCW – That's right, the standard loadout is a chain rifle. A useful and cheap weapon, this option allows you to keep enemies out of a 10" area unless they want to trade hits.
• Chain Rifle,
EXP CCW – Only 2 points more than the standard option, the
EXP CCW gives you an extra
CC punch. On the rare occasions where
CC occurs, this is definitely the weapon you want.
• B-Shotgun,
AP CCW – The only ranged weapon available to the Domaru, the boarding shotgun allows this unit to threaten an area past 10", but not particularly well. Unlike the chain rifle, you don't automatically hit at close range but you do get a
FtF roll.
• Lieutenant – Another good LT choice for the
JSA. 0
SWC, not easy to kill, and can be useful to protect the backfield or an enclosed area in the front line. Do not advance with the LT unless he's more protected on the front line or you can afford to lose him (due to having few remaining orders or a Kempeitai)
• Neko Oyama – This character is first and foremost a Domaru. He brings a more powerful melee punch that can seriously threaten TAGs (
AP+
EXP). Note that
CC is very rare and it's difficult to justify spending 5 more points than the
EXP option to add
AP to it, but having the option is sometimes worth it.
• Lieutenant Neko Oyama – Choosing Oyama as the LT lets you bypass the relatively lame E/M
CCW option. However, if you are fielding the E/M
CCW option, he makes a better LT because then you can risk Oyama without worry. Another benefit for Oyama as LT is having a
WIP 14 LT - going first can be very important for
JSA, and that one point can help.
Link Team Analysis
The Domaru perform best as a linked team. Doubling the power of a chain rifle or E/M grenade, as well as moving all of them at once is vital to getting the most out of this unit. The
BS bonus is not particularly important but sixth sense saves lives. For this reason, the four-man Domaru team is recommended.
However, there is a significant problem with a Domaru link team - hiding them from enemy fire. A single Domaru can take cover pretty well and be protected from any approach, but several at once create problems. If you find yourself unable to utilize Domaru link teams effectively, try paring your list down to only one or two.
Tactical Analysis
The usefulness of the Domary depends VERY heavily on terrain and ranged support. If they cannot advance they cannot attack. They need to turtle up between turns so that they cannot be engaged from further than 10", and if that's not possible they start to die - quickly. Once in range they can wreak havoc with their chain rifles on lighter targets and their
CC skills on harder ones.
Domaru are not particularly effective at scoring kills - they're best used to keep certain enemies at bay. Skirmishers and
AD troops don't want to take a chain rifle to the face, nor do they want to stay close enough for a
CC counterattack. If your opponent has foolishly provided you with an opportunity to score a kill with your Domaru, take it.
Lastly, the Domaru LT is your only 0
SWC LT option. Your other LT options are troublesome - the Aragoto is impetuous, the Oniwaban is a
TO skirmisher, the Oyoroi is a
TAG, and the Keisotsu is 2 whole
SWC. If you want a low-commitment LT, it has to be the Domaru.
Modification Analysis
I feel the Domaru are overshadowed by their impetuous counterparts, the Haramaki. They have nearly identical statlines, but the Haramaki have much better equipment to fill an assault role - actual firepower and good
CCWs. This leads me to use Domaru only when I want to give them (yet another) chance or when I need a 0
SWC LT.
Losing E/M grenades and gaining V

ogged would make me much more appreciative of the Domaru. This would help differentiate them from Haramaki (who already have blitzens for powerful E/M deterrence) and make them much more capable of what they seemed designed to do - kill a target and die in the process. Their template weapons and
CC skills give them no defense against counterattacks, and
ARM 3 with 2 wounds simply does not keep them in the fight long enough.
--
Haramaki Zensenbutai 腹巻き前線
Unit Summary
Pros:
• Excellent stats and skills
• Impetuous (kinda)
• Powerful ranged weapons
Cons:
• Impetuous (kinda)
• Low burst weapons
Recommended Roles:
• Front line assault
Unit Description
The Haramaki are the yang to the Domaru's yin. They are loud and boastful instead of quiet and modest. They display their skills in public competitions rather than hone them in private practice. They value glory rather than honor. They don't have the solemn presence of a warrior poet but that's not what the Yu Jing empire wants from them. They are excellent fighters that are well equipped to face and enemy at long and short range.
Weapon Configuration Analysis
• Contender, Blitzen,
DA CCW – This loadout is best used to protect other units with
AROs and to coordinate impetuous orders with other Haramaki. The contender is B1 with rifle range, but it fires
DA ammo, so it can scare off lighter attackers.
• Contender, Blitzen,
AP CCW – Why take an
AP CCW? Don't do it.
DA is more effective in 99% of all combat situations. Against an
ARM 10
TAG, the
AP CCW is better ... barely. Stick to the
DA CCW.
• Combi Rifle, Blitzen,
DA CCW – This is your only chance for a high-burst weapon with a Haramaki. This loadout can be valuable in a fireteam for mid-range assaults. Also, this is the most viable solo Haramaki.
• Missile Launcher,
DA CCW – This loadout is a must for a well-rounded fireteam. The missile launcher will keep the enemies in cover and do all the hard work in long range firefights. Definitely worth the cost in points and
SWC.
Link Team Analysis
The downsides of the Haramaki disappear when linked. They are no longer impetuous, and their burst 1 weapons are doubled (making them doubly dangerous). While still perfectly viable outside of a linked team, they are very dangerous and powerful inside a linked team.
It's easy to get carried away and make a 5-man linked team the focus of your list. The 5-man Haramaki team is very powerful and it's OK to do this, but remember that you're paying a lot of points for this team and have limited your other options fairly severely.
Tactical Analysis
The Haramaki carry powerful but low-burst weapons. The blitzen is an excellent weapon against tech opponents. The contender is cheap and makes for a very threatening
ARO. The missile launcher speaks for itself. With these weapons the Haramaki can engage in several range bands. Their
CC skills take over inside the 8" range. With
MA lvl 3 and a
DA CCW, they are perfectly suited for dispatching lighter opponents. The Haramaki are fast, powerful, and cheap. Everything you could want in a forward strike unit.
--
Oyoroi Kidobutai 大鎧機動部隊
Unit Summary
Pros:
• Cheap
TAG
• High
BS HMG
• Crazykoalas!
Cons:
• Enormous model
Recommended Roles:
• Front assault
Additional Notes:
• The only
HMG that isn't on a Keisotsu or a
REM
Unit Description
The Oyoroi is a lighter
TAG developed by the Japanese military industry of Yu Jing. It's named after a style of heavier armor from the feudal Japanese era. This
TAG was designed for urban combat, including close combat weaponry and automated defenses for any close attackers. Its pilots are notably aggressive, fitting the fighting style of the
JSA and the Yu Jing army.
Weapon Configuration Analysis
•
HMG, Crazykoalas – The Oyoroi is a fearsome attacker, but a vulnerable defender. Unlike heavier TAGs, it doesn't have a MULTI
HMG, only a normal one. It cannot deter attacks with
EXP AROs, so it draws a lot of fire. To make matters worse, its awkward size makes taking cover more difficult. If the Oyoroi cannot be protected by the rest of the force it won't last through your enemy's turn.
• Lieutenant – A good LT choice, provided you have a Kempeitai to take over after its inevitable fall.
Tactical Analysis
The Oyoroi brings a strength otherwise denied to the
JSA - a high
BS multiwound
HMG. It's technically a light
TAG, but
ARM 7 isn't very different from
ARM 8 (and is no different to an
AP round). The basic
HMG makes it cheaper than other TAGs while still fielding some
CC specialty (
EXP CCW) and crazykoalas. It's
CC power gives it an edge over other
TAG (provided it can reach
CC), but is otherwise used to deter other units that might try a
CC attack. The crazykoalas let the Oyoroi pin nearby foes just by getting close - they're excellent for pest control (enemy skirmishers).
Flat terrain will doom your Oyoroi. The size of the model makes it impossible to hide behind short terrain. Not being able to hide will kill it, one way or another. If hiding is not an option, do as much damage as you can before going down. Then, review your terrain options.
--
Tokusetsu Butai 特設部隊
Unit Summary
Pros:
• Your only support unit
Cons:
• Your only support unit
Recommended Roles:
• Support
Unit Description
The Tokusetsu are the emergency response units. Their unit is underfunded, understaffed, and overworked. They do their best but can hardly be everywhere at once. A
JSA force can't expect much support from the Tokusetsu, but they've got no one else to turn to.
Weapon Configuration Analysis
• Doctor – Every butai in the
JSA can benefit from a doctor. None have any skills that cost them their life (only tactics that do so).
• Engineer – The engineer can repair
REMs and the Oyoroi, but remember that the Karakuri explode - so they can't be fixed after the second wound and failing to fix their first causes them to explode!
Tactical Analysis
The
JSA operates with so much reckless aggression that it seems foolish to spend valuable orders trying to get your troops back up. In simple firefight games, the Tokusetsu will probably see little to no use - all your orders are tied up in maneuvers and attacks. In scenarios that don't require your force to traverse the whole board, you might have some spare orders to catch up to your wounded, restoring valuable orders and fireteams.
Bottom line, try playing without the Tokusetsu before deciding that you need it.
--
Shadows
Ninja 忍者
Unit Summary
Pros:
•
TO Camo
• High
AVA
Cons:
• Very
CC orientated
• Fairly expensive
Recommended Roles:
• Harassment/ambush unit
Unit Description
What the brave soldiers of the
JSA cannot accomplish by force, the ninja accomplish by stealth. They appear from nowhere and strike without notice with a graceful blade or a hail of gunfire. After the initial shock, they fade again into the shadows, seeking a new victim. Ninja are elite assassins, more skilled in close combat than any other skirmisher the enemies of Yu Jing can field.
Weapon Configuration Analysis
• Combi Rifle, Shock
CCW – This cheap option is primarily useful as a harassment unit. The Shock
CCW doesn't provide a significant enough advantage to bother using it in
CC - stick to the combi unless, somehow,
CC is more viable than shooting (due to
BS modifiers and specific vulnerabilities to Shock ammo).
• Combi Rifle,
AP CCW – Like the Shock
CCW option above, this unit is better off using the combi for ranged harassment.
CC might be worth the risk if there's an enemy
TAG with only one wound left and high
BS modifiers (Cutter or Avatar) just around the corner. Even then, it's a desperate move.
• Combi Rifle,
EXP CCW – This loadout makes
CC a lot more viable against light targets. Instead of the combi being the correct choice 95% of the time, it's only the correct choice 75% of the time. That's worth 2 points.
• Multi-Sniper – This option is often scoffed at because of the wasted potential of investing
CC skills into a sniper (or a sniper rifle into a martial artists). That's the price you pay to field a
TO sniper in the
JSA.
BS 11 is only marginally worse than
BS 12, and is still enough to target faraway enemies trying to hold your samurai at bay.
• Hacker – The ninja hacker is the best hacker the
JSA can field, by both
WIP and hacking potential. Surprising your foe with a
TO hack from out of nowhere can wreck his plans - even if the roll fails. You also have the option to use anti-hacker protocols with combat camouflage, giving you the ability to eliminate enemy hackers without a
FtF roll. However, like
CC, this tactic involves a lot of risk.
Tactical Analysis
Ninja can be assigned 3 different tasks. They can open firelanes by assassinating the exposed enemy trying to hold it. They can engage enemy skirmishers (this is often the best use of
CC skills). They can sneak past the front line and assassinate cheerleaders and/or the enemy LT. With a little luck, a ninja can accomplish any of these missions without being attacked.
However, surprise attacks from camo or with martial arts are unnecessary - they have the upper hand in shooting against any target without MSV2+. With a few orders, a ninja with a lowly combi rifle can shoot down a heavy infantry with an
HMG. Just because they're revealed from camo doesn't make them exposed - use them aggressively and return to cover (and camo) before the end of your turn.
[stolen from No. 33]
Though the ninja has a significant focus on
CC, in most instances it is far better to use the rifle when attacking the enemy, this due not only to the inherent inefficiency of
CC, but also due to the benefits of
TO Camo being nullified when in
CC. It should also be noted that while the ninja is a good offensive unit, they can still be vulnerable to concentrated enemy fire. Care should be taken especially when enemies that are not affected by the
TO Camo (
MSV 2+ especially) are actively hunting for the ninja, since the ninja has few defences against their attacks.
[/stolen from No. 33]
Modification Analysis
I feel that the basic ninja is a problematic unit. It's more expensive than most other
TO skirmishers because of
CC skills and weaponry - which generally go unused. On top of that, it's hard to justify getting a 36 point ninja when only 2 more gets you an
EXP CCW (making
CC attacks a reliable strategy against light targets), and it's hard to justify the 38 point ninja when you can get Saito Togan for only 3 more points (who brings smoke and additional stealth/
CC prowess to the table). I can forgive the ninja for being generally less efficient than other
TO skirmishers. After all, cross-faction comparisons are a bad idea because you have to consider the faction as a whole, and I certainly don't consider
JSA lacking. But I do want the basic ninja to offer something that Saito can't, and a 5 point discount isn't enough.
Which brings me to Infinity's newest gun, the SMG. I like what this weapon offers - the short range power of a combi rifle and shock damage for 4 points less. It's a murderer's gun, and I think it's perfectly suited for the ninja. Replacing combi rifles with SMGs would make ninjas less expensive while making them more effective in the 0-16" attack band. This would give me a stronger reason to pick a ninja over Saito, it fits the fluff of ninjas as assassins, and it helps the ninja in cross-faction comparisons.
--
Oniwaban お庭番衆
Unit Summary
Pros:
•
TO Camo
• Superior Infiltration
• Monofilament
CCW
Cons:
• High risk
CC
• Short range focus
Recommended Roles:
• Deep infiltrating assassin
• Midfield deathtrap
Unit Description
The oniwaban hold leadership positions in ninja clans. They are renowned for their
CC and stealth. None can match the oniwaban's ability to penetrate enemy territory, and few would dare cross blades with him. His strike is fast and perfect - no amount of armor can deflect its monofilament edge. The oniwaban is the most fearsome assassin in the Infinity universe.
Weapon Configuration Analysis
• Boarding Shotgun, Mono
CCW, Nanopulser - These weapons give the oniwaban several options for disposing of nearby targets. The shotgun can be effective at removing clusters of lighter targets, as is the nanopulser. The mono
CCW is not for everyday use - use it on high-value targets, and only if you can afford the risk. After all, any high-value target that succeeds in its
ARM roll is more than capable of swatting a one wound
ARM 1 melee combatant.
• Lieutenant – The oniwaban is a useful LT choice for a largely
TO camo force. There's too much to say about the viability of primarily
TO forces to start here, but just note that the army is in Loss of Lieutenant if the Oniwaban is in Hidden Deployment. Normal
JSA forces should find a different LT (or plan on deploying this one and striking at the very start of the game and electing a new LT or relying on a Kempeitai).
Tactical Analysis
The oniwaban can be your opening move if you went for a deep infiltration - knowing he won't scatter makes the infiltrating roll much less important. He can deploy on the edge of the enemy deployment zone and start harassing light units or go straight for the throat with the mono
CCW. This tactic WILL get your oniwaban killed, but will likely pay his points once or twice over, but is only possible if you go first and deploy your oniwaban last.
If you can't (or won't) use the above tactic, then consider your enemy's forces and imagine where the oniwaban can do the most damage one or two turns into the game. If you can predict where a high-value target will be, then you can strike a hard target with a single deadly stroke.
Attempting
CC with the oniwaban is a considerable risk - there's a 40% chance your enemy will survive the mono hit and swing back. Most high-value targets are hackable, so hacking the victim first will make the killing stroke that much easier, but I find this to be difficult. I think the best way to play the odds are to work in a team - attack with 2 oniwabans and force 2
ARM rolls (with either resulting in instant death). This is a huge investment in points, but is a pretty sure way to kill a high-value target. If your opponent has no high-value targets, then you can distract your enemy with the first oniwaban and harass with the second (but at this point they're basically expensive short-range ninja with some template options).
--
Characters
Miyamoto Musashi
Unit Summary
Pros:
• Extremely powerful
CC unit
• Fast
Cons:
• Irregular
• No ranged weapons
Recommended Roles:
• Creeping terror
• Skirmisher killer
Additional Notes:
• 1 of 2 units in the game with Martial Arts 5
Unit Description
Originally a recreation by Aleph for violent entertainment, the Sword Saint escaped his role and took his life in his own hands. He wanders the Human Sphere as a mercenary, honing his craft and earning his keep. To the
JSA he is either a regular hire or a loyal soldier. He is the sublime perfection of swordsmanship that all Bushi wish to achieve, but he is unbound by their devotion to duty and honor.
Tactical Analysis
Musashi must advance cautiously, and he must advance - otherwise his order is wasted. He can only tread in safe territory until he's close enough for a kill. He is the only unit where
CC is usually better than shooting - the chain rifle is largely for
AROs (unless he can cover several enemies in the template). The only targets unsuitable for melee attack have Total Immunity (to nullify his
AP+
EXP) or Natural Born Warrior (to nullify his
MA lvl 5), and even then it's still a toss-up.
Like the Aragoto, Musashi can advance quickly in undisputed territory. He can exploit openings and cause great damage to a variety of targets. It can be a great surprise to your opponent, who would never expect such terror from a
CC specialist. But, if Musashi is caught off-guard, he is easily killed by a grunt with a combi rifle. Or a mine. Or a chain-rifling warband. Valor: No Wound Incapacitation keeps him in the game after one wound, but it's not difficult to deal a second wound to him. Keep him safe.
--
Yojimbo, Sword for Hire
Unit Summary
Pros:
• Powerful
CC unit
• Very fast
• Good equipment
Cons:
• Irregular and Impetuous
• Burst 1 weapons
Recommended Roles:
• Smoker
• Template flanker
•
CC striker
• Skirmisher killer
Additional Notes:
• CrazyKoalas!
Unit Description
The story of Yojimbo is a maze of rumors and hearsay - at best. Whatever his past may be, his present and future is life as a sword (among other things) for hire. With a small arsenal of deadly skills and equipment, he'll kill whoever needs killing. I can only assume he names his price and is worth every bit of it.
Tactical Analysis
Yojimbo should be considered as Musashi's mirror universe self. His
CC power is diluted somewhat and his temperament is harsher, but he gets a sweet bike and some diverse and useful weapons. What strikes me about Yojimbo is his potential. Speed. Smoke. Crazykoalas.
CC. Nanopulser. It seems he has a weapon for any occasion. The only problem is that none of these weapons are particularly strong. He's well suited for addressing most 1 W threats, but beyond that he's going to face trouble.
Being impetuous, he's your only chance to throw out smoke to cover other impetuous units. However, his high speed will bring him into enemy contact quickly, and he's not well-suited to win
FtF rolls. You will need careful planning (and a somewhat concealed enemy) to ensure he can safely launch smoke. Lead from behind, if you will.
Being irregular, he's the only unit that can coordinate with Musashi. I think the two of them have potential for some very deadly antics. Yojimbo can cover an advance and Musashi can murderize any serious threats. Together they can slap 2 templates on grouped foes, team up against other, more powerful
CC specialists (Achilles!). Separately, they can each terrorize the enemy DZ if nobody is able or willing to keep them out. Make sure you have lots of orders to fuel this pairing and enough fire support to deal with enemies that can threaten
AROs.
Being fast, he can close in to any (non-elevated) threat very quickly. He doesn't strike with the same
CC power Musashi does, but he can reach
CC and lock the target in
CC very quickly. If you send him some help, you should have little trouble taking down even the toughest targets.
However, he is very vulnerable to enemy fire. Unlike the Aragoto, he doesn't have the burst, the camo, or even the skills to win firefights - even with smoke. Make sure you can scare your opponent into turtling up with your own firepower, or deal with them immediately if they don't.
--
Saito Togan
Unit Summary
Pros:
•
TO + Smoke
Cons:
• Cost
Recommended Roles:
• Counter-melee assassin
• Smoker
Unit Description
Saito Togan served as one of the finest ninja in a reputable plan until a valuable mission went all wrong and he took the rap - even though he was clearly set up. He abandoned his clan and, after taking revenge for the misdeeds against him, started selling his skills on the mercenary market. Maybe he still serves the best interest of his clan or the Japanese people of Yu Jing, or maybe the
JSA has a continuing contract with him. Either way, he is available to the
JSA on a regular basis.
Tactical Analysis
Saito is what every ninja should be. He has a higher PH (meaning more damage in
CC), an
EXP CCW (making
CC a good option against many targets), a higher
CC (not necessary, but nice),
MA lvl 4 (granting supremacy over lesser martial artists), and smoke. SMOKE.
At his worst, Saito is no better than a standard ninja, firing his combi against vulnerable targets and retreating to the shadows. At his best, he can eliminate melee-oriented shock troopers that simply weren't good enough (like myrmidons). The other option he brings is unexpected smoke. He can block lines of fire your opponent needed open, allowing your shock troopers to advance - possibly even all the way into killing range. Because he's a
TO infiltrator, your opponent can't plan for it and it can happen at least halfway down the field. Or, he can cover his own escape and recamo out of
LoF.
The extra potential is worth 3 points, hands-down.
--
Shinobu Kitsune
Unit Summary
Pros:
•
TO + Smoke
• Oniwaban with Combi rifle
Cons:
• Cost (points and
SWC)
Recommended Roles:
• Stealth assassin
• Smoker
Additional Notes:
• 1 of 2 units in the game with Martial Arts 5
Unit Description
Shinobu Kitsune is the only spy to have infiltrated the Combined Army. After allowing her own capture, she gathered intel as a prisoner and escaped. The details of the mission and the agent are fuzzy at best, and outright lies at worst. Either way, the master Oniwaban known as Shinobu Kistune is clearly the most dangerous stealth assassin to walk the Human Sphere.
Tactical Analysis
Shinobu is a distinct improvement over the Oniwaban. The combi rifle is a much better option for a unit already carrying a template weapon (nanopulser) and the best anti-armor weapon in the game (mono
CCW). On top of that, her
CC is increased to 20 (as good as Achilles), her PH increased to 13 (only good for dodging and smoke - mono weapons are ALWAYS damage 12), Martial Arts 5, and she carries smoke.
With her combi, she's a more capable harasser at medium ranges. With her smoke, she can block lines of fire to enable her escape or other troops' advance (or both). Making good use of Martial Arts
lvl 5 is not easy due to the risks involved with mono blades, but if two high-value targets happen to be close enough to engage at once, then you'll double your odds of killing one while doubling the odds of one killing you.
Consider her an Oniwaban with a combi and smoke. That's what I wanted the Oniwaban to have in the first place ...
--
Domaru Takeshi "Neko" Oyama
Unit Summary
Pros:
• Extremely powerful
CC attack
Cons:
• No ranged weapons
Recommended Roles:
• Domaru
Unit Description
Nicknamed "Neko" (cat) for his apparent inability to die, Oyama is a brilliantly dangerous Domaru that has mastered the ability to wield two blades as one. On many missions he has returned the sole survivor, for reasons that cannot be explained.
Tactical Analysis
Oyama is just a Domaru with a more powerful
CC weapons and
WIP 14. He makes for a more capable LT, but unless you have a Kempeitai handy it's too much of a risk to use him aggressively. He's treated as a weapons option in the Domaru entry above because of how similar he is to the Domaru. For all intents and purposes (including linking), he is a Domaru.
--
Asuka Kisaragi, Aragoto Senkenbutai Jun-i
Unit Summary
Pros:
• An improvement on an already excellent profile
• Flamethrower!
Cons:
• Assault pistol somewhat redundant when paired with a combi
Recommended Roles:
• Medium to close range flanker
Unit Description
The Aragoto are militarized troublemakers. Biker gangs that would choose conscription to conviction. They are already reckless and arrogant by
JSA standards. Asuka is famous among the Aragoto as a hotshot,
Tactical Analysis
Asuka should be considered as a different loadout for an Aragoto instead of a unique unit. She has a few toys (Assault Pistol, Light Flamethrower) and slightly improved profile (higher
CC, PH, and
WIP). See the Aragoto section for her Tactical Analysis.
--
Robots
Karakuri Special Project
Unit Summary
Pros:
• A very diverse set of weapons
• Total Immunity
Cons:
• Low
BS
• High cost
Recommended Roles:
• Frontline threat
Additional Notes:
• Explode
Unit Description
The Karakuri exemplify the unique capabilities of the Japanese technology sector. G:Remote Presence
HI are rare troops - they have none of the penalties of a
REM but have many abilities that a human
HI cannot. With their wide variety of weapons and skills, they are well-suited against many enemies.
Weapon Configuration Analysis
• Combi Rifle – This is the safe and cheap option. However, many of their specialized weapons (chain rifle, DEP, flash pulse) are ideal at short range, making the short range bonus of the combi slightly redundant.
• Heavy Shotgun – I'm not a fan of the heavy shotgun - it's too many points for not enough range or power. It's short range further exacerbates the redundancy of the Karakuri's other weapons. The power and template of the shotgun are present in the other weapons as well (DEP, chain rifle), so this weapon doesn't bring anything to the table that the other loadouts don't.
• Mk XII – This is the ideal weapon for the Karakuri. The extended range allows it to threaten other basic units outside their ideal range, and not having a short range bonus is not a problem because of all the other options the Karakuri has within 8".
Link Team Analysis
The Karakuri make a costly link team, but extremely durable and well-rounded. The only advantage that can't be used is the burst bonus for the DEP. They are only
AVA 3 so you can't suffer any losses, but if you keep them together and safe they can present a serious problem to your enemy.
Tactical Analysis
The key advantage to the Karakuri are options - you have the unit's gun, the chain rifle, the DEP, the flash pulse, and the forward observer at your disposal. If you plan on losing the unit, you also have explode. For enemies outside your gun's positive range, a flash pulse can still be effective. For tough enemies, the DEP makes a great deterrent. Hard-to-hit enemies can be chain rifled at close range. Powerful guns are much less threatening with total immunity - they need not fear the autocannon any more than an
HMG. Anyone hoping to destroy them in melee gets an explosion for their efforts. They have some kind of advantage for any situation.
--
Author's Note: Because I rarely field REMs, I will defer to No. 33's previous entry on REMs. Small changes will be made for specific references that apply to the JSA
Note: As the stats/weapon options of the various Remotes of Yu Jing (except the Yáo Xiè) are similar to most Remotes of the other Factions, the tactical analysis below applies to them as well.
Common Pros:
• Superior Movement
• Unique weapon/equipment options and combinations
• [G: Remote Presence]
• Built-in Repeaters (except where noted)
Common Cons:
• Physically large sizes
• Only repairable by Engineer
• Requires Hackers to use (except Yáo Zǎo)
• -6 to Dodge, cannot use Prone or Cautious Movement
• Vulnerable to damage
--
Yáo Xiè series
General Analysis
The combat
REMs of Yu Jing, the new Yáo Xiè series, play a far more aggressive role compared to the more established Yáo Kòng series. While not as well armoured compared to similar combat
REMs elsewhere, they are uniquely able to field important equipment cheaply. As such they are able to provide important backup to, and therefore best used in conjunction with, the strike elements of the combat group. Using the Yáo Xiè series will also influence the makeup of the combat group, considering the need of a Hacker.
Ruì Shī (瑞獅)
Unit Summary
Pros:
• Fairly cheap
MSV 2
Cons:
• Very dependent on smoke cover
Recommended Roles:
•
MSV Support
Tactical Analysis
With their cheap
MSV 2, the Ruì Shī provides a cheaper alternative to the
HMG Hsien, where it can attack from Smoke cover with relative impunity, although at a shorter range due to the nature of its weapon. While, like the Hsien, it is effective against
TO/Camo and
ODD troops, even when fighting against them it is very reliant indeed on Smoke cover, since it simply can't take much damage in comparison, and as such works best with support from Saito Togan or Shinobu Kitsune.
--
Lù Duān (甪端)
Unit Summary
Pros:
• Holoprojector 2 +
MSV 1
Cons:
•
AVA 1
Recommended Roles:
• Assault unit backup/distraction
Additional Notes:
• A Lù Duān using Holoprojector 1 can only disguise itself as other
REMs
With Holoprojector 2, the Lù Duān has the choice of either using Holoechoes when it has to face enemy fire (and hopefully survive), or disguise itself as another
REM and hope not to attact it. Either way, the Lù Duān works best when fairly close to the enemy, where its Holoechoes draw away enemy fire while it attacks. Assuming the ruse works, it is at its most effective vs Camo/Mimetism units (due to MSV1), although it can even attack Fireteams with its flamer/Mk12 and potentially escape serious damage (surviving subsequent
AROs is another thing).
--
Yáo Kòng (遥控) series
General Analysis
The standard
REM units, the Yáo Kòng series play the same roles in the
JSA as they do in the State Army. As support units, they provide decent backup, as well as provide unique services and tactics to the combat group, alongside other advantages, though they do have their drawbacks as well. In any case, like the Yáo Xiè series, using them often greatly influences how the combat group ends up.
Wèi Bīng (卫兵)
Unit Summary
Pros:
• Sole Forward Observer + Sensor available
Cons:
• Fairly short effective range for abilities
Recommended Roles:
• Primary Forward Observer
• Repeater + Sensor Support
Tactical Analysis
With the specialised tracking equipment available to the Wèi Bīng, they play an excellent part as a support unit, especially to those that benefit from such equipment. Having a built-in combination of both Forward Observer and Sensor, they can, when close enough, mark out targets for Speculative/Guided Fire out of
LoF, as well as Discover Camo/Hidden units. Their proximity the enemy also allows effective Repeater coverage as needed.
--
Hù Sòng (护送)
Unit Summary
Pros:
• Total Reaction + 360* Visor
Cons:
• Fairly expensive
Recommended Roles:
• Defensive unit
Weapon Configuration Analysis
• (Basic) – Armed with a
HMG, as well as having Mines, this configuration plays to its defensive role, especially with its Total Reaction. The
HMG is effective against most units, and its Antipersonnel Mines can be deployed in selected spots for area denial. A good strongpoint unit, especially in cover.
• E/M
LGL – Armed with an E/M
LGL instead of mines, this configuration can be used in a more versatile role rather then just being a Defensive unit, since it can be used aggressively (out of
LoF if possible) to Disable/Immobilise E/M-vulnerable enemies, making them easier to finish off.
Tactical Analysis
With a combination of the 360* Visor and Total Reaction built into the Hù Sòng, they are one of the most potent single defensive units available to the
JSA, especially in cover. Deployed well, they can be a menance to any passing enemy unit it can see, including those that appear behind it (
AD troops for instance). They do have their limits, since a concentrated assault can destroy them, though they are likely to dish out some damage before they go down.
--
Son-Bae
Unit Summary
Pros:
• Sole Guided Missile Launcher available
Cons:
• Fairly expensive + dependent on Wèi Bīng for optimal function
Recommended Roles:
• Guided Missile Launcher support
Additional Notes:
• The Son-Bae does not have a installed Repeater
Tactical Analysis
Just as those in the State Army, the Son-Bae in the
JSA serve a singular function, which is to rain down Guided Missiles upon marked targets. The
JSA has forward observer Keisotsu and Karakuri, both of which can be fireteamed (though neither are high
WIP). Without support from a forward observer, the
GML is just a
ML.
--
Chāi Yi (差役)
Unit Summary
Pros:
• Very affordable + fast
Cons:
• Virtually defenceless in combat
Recommended Roles:
• Mobile Repeater
Tactical Analysis
A simple and straightforward unit, the Chāi Yi has the same function in the
JSA as in the State Army, which is being a mobile Repeater for Hackers to utilise, allowing otherwise distant Hackers to perform Offensive Hacking. As it can hardly defend itself, it is best kept out of
LoF from the enemy, who would otherwise see it as an easy target.
--
Yáo Pú Panguling
Unit Summary
Pros:
• Baggage + well armoured
Cons:
• Limited defences
Recommended Roles:
• EVO Repeater support
Unit Description
Like the other
REMs, the Yáo Pú Panguling provides dedicated field support, although mostly in an indirect nature. Unlike most other
REMs however, the Yáo Pú is fairly well armoured, making it somewhat more resilient, which is useful considering their duties, though they move slightly slower as a side-effect.
Weapon Configuration Analysis
• Minesweeper – While unarmed, this variant is a great counter against enemies that utilise a lot of deployable weapons, capable of converting such weapons to it's side (~65% of the time anyway), turning them against the enemy (such as the original layer) if successful.
• EVO Repeater – With the programs and abilities it grants to the Hacker on the field, this variant can be considered to be an important unit if a significant amount of (offensive) Hacking is to be expected. While it can be used as a Repeater, its priority status means that other
REMs (like the Chāi Yi) would make better choices.
• Total Reaction – Essentially a far more limited version of the Hù Sòng, this variant can be a decent defensive unit, though only if facing the right direction. While vulnerable to a concentrated enemy assault, it is still capable of harassing the enemy if deployed to a suitable spot.
Tactical Analysis
Like the Yáo Kòng series, the main role of the Yáo Pú is to provide support to the combat group. In their case however, the nature of the support rendered often entails close exposure to the enemy, necessitating the inclusion of
ARM. This makes the Yáo Pú better protected against enemy fire compared to other
REMs, though even such extra protection has its limits. As such, like other support units, it is important to be able to keep them active, and thus best used out of
LoF of the enemy until it is in a position to use its abilities with minimal enemy interference, which is important considering that highly disruptive nature of its duties to the enemy, making them a priority target as a result, a designation reinforced by the extra pts its baggage grants to the user’s Retreat threshold as well.
--
Yáo Zǎo (遥蚤)
Unit Summary
Pros:
• Very affordable [G: Servant]
Cons:
• Virtually defenceless in combat
Recommended Roles:
• Medical/Engineering support
Additional Notes:
• Only one is available, and attachable only to the Tokusetsu
Unit Description
Unlike the Yáo Zǎo used in the State Army, theJSA assigns the Yáo Zǎo specifically to support the Tokusetsu, effectively increasing his expert coverage on the field, whether healing injured soldiers or repairing their damaged equipment.
Tactical Analysis
As a [G: Servant] unit, the Yáo Zǎo essentially performs the same task in the
JSA as that in the State Army, namely as a natural extension to the Tokustetsu, allowing him to use his skills from a safe location.
--
Tactical Advice
The
JSA, like many sectorials, is focused towards specific playstyles. While it's not fair to say that all
JSA armies play alike, they often have common threads tying them together. I'd like to address those threads here and give my experience on how to use them to your advantage (or avoid them being used against you).
Impetuosity
Many core troops are impetuous (and some are on the edge). The Aragotos and Haramaki are impetuous, and the Domaru are frenzy. I favor impetuous troops in my army lists because I find the impetuous order more advantageous than not. The Domaru and Haramaki can be linked to cool their heads - as I have noted before a Haramaki linked team performs very well - but the Aragotos cannot link.
The interesting thing about impetuous troops is that the more impetuous orders you have at the start of your turn, the more tactical your impetuous phase can be. Choosing which impetuous order to use first gives you options about how to deal with a threat. Coordinating impetuous orders is a great way to overwhelm an enemy, but only with certain troops. For example, the Haramaki coordinate very well because their weapons are burst 1 or burst 3, resulting in little to no loss of firepower when coordinating. Aragotos do not coordinate well - the combi rifle is the best choice for coordinating with others, but the spitfire and boarding shotgun do not coordinate well. Typically, you'd use your coordinated impetuous orders to blast away enemies threatening a spitfire Aragoto.
Remember, fortune favors the bold. That's why you're playing
JSA to begin with. But you need to tell the difference between being bold and being stupid. Paying an order to cancel a suicidal impetuous move is a small price to pay.
One last thought about impetuous lieutenants. It's not a problem to cancel an impetuous move on your LT with your LT order, but it's also not a problem to lose your LT early on your turn. When you have a full order pool, you can use 2 to nominate a new LT if he goes down. If you can send your LT on a suicide mission don't be afraid to do so - provided he'll fall when you still have orders to nominate a new LT. The worst thing that can happen is your LT surviving your turn only to die on your opponent's.
Melee
Here are some handy guidelines for when to enter
CC. First, review the weapon types to identify a weakness. Then check the strengths your attacker brings to melee. If everything looks good, then
CC might be a good idea.
--
Weapon types:
Shock - single wound, V:
NWI targets
AP - high
ARM targets (obviously). Note that high
ARM means 6+
E/M -
HI,
REM, and TAGs
DA - single wound, low
ARM targets
EXP - single wound targets or multi-wound, low
ARM targets
Mono - multi-wound, high
ARM targets
--
Attackers:
Ninja (includes Saito Togan) - the combi rifle is capable of delivering 3 wounds in a single order. Stick to this weapon unless your target is weak to your
CC weapon AND has heavy
BS modifiers. If these criteria are met then consider attacking in
CC. If your target has any
CC skills that would grant him a
FtF roll then don't bother. The key is to have either a good chance of eliminating the target with one hit or have a high reward for a risky strike (that still has a decent chance of one-shotting the target).
Oniwaban (includes Shinobu Kitsune) -
CC with an oniwaban is incredibly high-risk, high-reward. Targets worth attacking with a mono
CCW will be fully capable of putting down your oniwaban with the return strike. If your opponent has left a high-value target near your oniwaban, weigh the risk and reward. If you've mitigated the risks (by working with 2 oniwabans or somehow disabling the target) then absolutely go for it.
Domaru (includes "Neko" Oyama) - Domaru are best used against hard targets that can only deal one wound per strike. This way, they can use berserk to have a great chance to crit the target while expecting (at most) one wound in return. Matching the weapon to the target is less important, because you are relying on the crit. Remember that the hardest targets are usually vulnerable to E/M, so you can disable them from close range and then go to town. Light targets are better left to the chain rifle.
Haramaki - Unless the Haramaki has a combi rifle, most close-range targets are best handled in
CC. The
DA CCW is an excellent default weapon - it's usually twice as powerful as any weapon your enemy will have (if not more). Don't be fooled by the
AP CCW - TAGs with
ARM 8 or more are marginally more vulnerable to the
AP CCW, but that rare superiority is not worth the significant advantage the
DA CCW has in every other situation.
Musashi - Unless your target has Natural Born Warrior or Total Immunity, go for it. If the target has only one, consider
CC as a risk. If the target has both, use the chain rifle.
--
One last idea to consider is locking down your enemy with
CC. This maneuver is intended not to kill the target, but to trap it in
CC and cost your enemy orders to escape - orders that would otherwise be used to kill your troops. When using this tactic, use skills that will keep your unit in
CC alive. That means don't use martial arts 3+ or berserk.
FtF rolls have a lower chance of killing the target but a higher chance of keeping you alive. The ideal troops for this tactic are Domaru, Haramaki, and the lowly Keisotsu (preferably more than one). If you're particularly desperate, use a ninja. The idea is that you can't kill this target with your melee trooper, so you'll busy it instead.
Heavy Weapons and BS modifiers
The
JSA has no infantry with any
MSV options. On top of that, there are only 2
HMGs in the whole army - one being a Keisotsu, the other being the
TAG. The Haramaki missile launcher is a devastating shooter, but has no business firing on enemies with equally dangerous weapons and better modifiers (like knights with panzerfausts or camo snipers) because of its low burst. Fireteaming makes this better, but still risky. The only actually good gunfighter in the army is the Aragoto spitfire - a high burst, medium range gun with a decent ballistics and mimetism is the best you can hope for. In terms of firepower, the
JSA is very wanting.
When dealing with camo/
ODD troops, bringing in a visored heavy weapon is normally not an option (I rarely field
REMs). Here are some other options.
Template Weapons - The Domaru's chain rifle, Musashi's chain rifle, or the oniwaban's nanopulser are great options for eliminating hard-to-hit threats. If you can manage to get them in range, blast away and let the dice decide.
Close Combat - Getting up close will not be easy. The target will probably know its supremacy and stay exposed to fire on any and all advancing troops. You'll need to outmaneuver the enemy, which requires uncontested terrain. Reaching
CC takes several orders, but the right
CC specialist can make very short work of troublesome snipers.
TO counterattack - Ninjas have guns. Don't forget that your ninjas have guns! If the enemy is in your positive range bracket, then he'll have the same modifiers that you do, so with a heavier burst you can hopefully win. If your target is simply much better at shooting, (like
TO/
ODD TAGs/
HI) then your ninja will be in a poor match-up. Unless you can glean an advantage in range or cover, it's better not to risk the ninja.
Coordinated Assault - Haramaki have powerful weapons with good range, but low burst. This makes them ideal for coordinated attacks. If your target has
ODD or
TO Camo, it's worth a blitzen shot. Even if it's not a
TAG/
REM/
HI, all its cool toys will shut down. And let's not forget about the missile launcher. These all work at long range, and, if you can get close, the contender will work well for this, too.
Note that the game is won and lost through holding firelanes - so if you can't advance down any firelane the game is already lost. You cannot neglect your firepower - if you can't clear a firelane, you can't advance. If you can't hold a firelane, you can't keep your forward troops safe. A samurai isn't protected by armor, he's protected by fire.
--
JAPANESE SECTORIAL ARMY
──────────────────────────────────────────────────
GROUP 1 


8

0

1
KEISOTSU Combi Rifle / Pistol, Knife. (
9)
KEISOTSU Combi Rifle / Pistol, Knife. (
9)
KEISOTSU Combi Rifle / Pistol, Knife. (
9)
KEISOTSU HMG / Pistol, Knife. (0.5 |
18)
KEISOTSU Missile Launcher / Pistol, Knife. (0.5 |
25)
ARAGOTO Spitfire / Pistol, Knife. (1.5 |
29)
KEMPEI (Chain of Command) Combi Rifle / Pistol,
CCW, Electric Pulse. (
24)
DOMARU Lieutenant Chain Rifle, E/M Grenades / Pistol, E/M
CCW. (
27)
2.5 SWC | 150 Points
Open with Army 4
This is my take-all-comers style list. It's got 8 orders and some serious firepower. It's got nothing to trick or surprise the opponent, so instead I just punch him in the face with a fireteam and a biker.
It's got a Keisotsu fireteam: 5 strong,
HMG and missile launcher, a configuration I call fully-loaded. The Keisotsu fireteam forms the backbone of most of my lists 250 points and below. Many foes will underestimate the killing power and resilience of a Keisotsu fireteam. I use the
ML for threatening
AROs, the combis cover short approaches, and the
HMG stays in cover on the enemy's turn.
The Aragoto spitfire can end the game with 8 (plus impetuous) orders and a safe approach. I Keep him safe and force the enemy to worry about him. If I see a kill, I take it and move back to safety.
The Domaru is your LT. He'll actually take point, but just barely. I keep him ahead of either the fireteam or the spitfire to act as a speedbump. With armor, 2 wounds, and a chain rifle, he won't be easily uprooted.
Pretend your Kempei is your LT. Keep him sheltered and safe. I'm treating my actual LT as expendable so the Kempei stays back. If you suspect your opponent will land an
AD trooper to take him out, spend the orders to keep him with your fireteam. Otherwise, leave him be.
JAPANESE SECTORIAL ARMY
──────────────────────────────────────────────────
GROUP 1 


9

0

1
KEISOTSU Combi Rifle / Pistol, Knife. (
9)
KEISOTSU Combi Rifle / Pistol, Knife. (
9)
KEISOTSU Combi Rifle / Pistol, Knife. (
9)
KEISOTSU HMG / Pistol, Knife. (0.5 |
18)
KEISOTSU Missile Launcher / Pistol, Knife. (0.5 |
25)
ARAGOTO Spitfire / Pistol, Knife. (1.5 |
29)
KEMPEI (Chain of Command) Combi Rifle / Pistol,
CCW, Electric Pulse. (
24)
DOMARU Lieutenant Chain Rifle, E/M Grenades / Pistol, E/M
CCW. (
27)
NINJA MULTI Sniper Rifle / Pistol, Shock
CCW. (1.5 |
50)
4 SWC | 200 Points
Open with Army 4
This plays very similarly to the previous list, but with an ace-in-the-hole. The ninja sniper gives the list a
TO ranged punch. The multi sniper rifle is a devastating surprise attack - with a little luck you can eliminate even heavy infantry in the opening salvo. I use the sniper to create a hole for the aragoto spitfire. If the enemy was planning to keep my biker at bay by exposing some of his heavy hitters, the sniper can take care of that. Then the biker rolls in and cleans up.
JAPANESE SECTORIAL ARMY
──────────────────────────────────────────────────
GROUP 1 


9

1

2
KEISOTSU Combi Rifle / Pistol, Knife. (
9)
KEISOTSU Combi Rifle / Pistol, Knife. (
9)
KEISOTSU Combi Rifle / Pistol, Knife. (
9)
KEISOTSU HMG / Pistol, Knife. (0.5 |
18)
KEISOTSU Missile Launcher / Pistol, Knife. (0.5 |
25)
KEISOTSU Missile Launcher / Pistol, Knife. (0.5 |
25)
ARAGOTO Spitfire / Pistol, Knife. (1.5 |
29)
ARAGOTO Lieutenant Combi Rifle + Light Shotgun / Pistol, Knife. (0.5 |
25)
KEMPEI (Chain of Command) Combi Rifle / Pistol,
CCW, Electric Pulse. (
24)
MIYAMOTO MUSHASHI Chain Rifle /
AP CCW,
EXP CCW. (
26)
3.5 SWC | 199 Points
Open with Army 4
This list is a stronger variation on the take-all-comers approach. It's got the full 10 models, so I've maximized my order pool. I've replaced the domaru with Musashi - a strong attack piece but often less durable (lower armor, vulnerable to shock/viral). I tend to prefer him for his speed and melee punch. I've changed my LT to an aragoto, but remember that he's still expendable. The enemy has to worry about the combi aragoto almost as much as the spitfire. I've also added another missile launcher, which means I can reform the fireteam if it takes a loss. I can also double the
ML ARO threat.
JAPANESE SECTORIAL ARMY
──────────────────────────────────────────────────
GROUP 1 


10

0

3
SAITO TŌGAN Combi Rifle, Smoke Grenades / Pistol,
EXP CCW. (
41)
OYAMA Lieutenant Chain Rifle, E/M Grenades / Pistol,
AP CCW,
EXP CCW. (
34)
KEMPEI (Chain of Command) Combi Rifle / Pistol,
CCW, Electric Pulse. (
24)
ARAGOTO Spitfire / Pistol, Knife. (1.5 |
29)
ARAGOTO Spitfire / Pistol, Knife. (1.5 |
29)
HARAMAKI Missile Launcher / Pistol,
DA CCW. (1.5 |
47)
KEISOTSU Combi Rifle / Pistol, Knife. (
9)
KEISOTSU Combi Rifle / Pistol, Knife. (
9)
KEISOTSU Combi Rifle / Pistol, Knife. (
9)
KEISOTSU HMG / Pistol, Knife. (0.5 |
18)
5 SWC | 249 Points
Open with Army 4
At 250 points, I get some nicer toys. I have Oyama to bridge the divide between a standard domaru and musashi. I have 2 aragoto spitfires, one to replace the other after a risky maneuver fails. I have a missile launcher haramaki, who's main purpose is to provide a heavy ranged threat during
ARO and the impetuous phase. Anyone who wishes to threaten an Aragoto's impetuous movement will have to answer to him. I have Saito because he's just awesome. And I have a smaller fireteam - only 4 strong, so they focus more on protecting each other than threatening the enemy (although the
HMG is still a force to be reckoned with in the active turn).
This list has more freedom in how it plays. I'm not confined to using my fireteam as my aggressive piece. I have multiple attackers, so I can either double up for safety or split up to threaten multiple approaches. Oyama serves as a kind of creeping terror, inching closer to the enemy every turn. He'll attack midfield skirmishers (the ones who don't cover themselves with mines) and keep anyone afraid of an armored chain rifle from passing nearby. Saito has the most options - he can harass light troops and fools who think they're melee specialists (looking at you, myrmidons), he can help clean the midfield of skirmishers, especially pesky camo snipers, and he can drop smoke to block
LOF in key firelanes and give the bikers an approach the enemy wasn't expecting.
JAPANESE SECTORIAL ARMY
──────────────────────────────────────────────────
GROUP 1 


10

0

5
HARAMAKI Blitzen, Contender / Pistol,
DA CCW. (
28)
HARAMAKI Blitzen, Contender / Pistol,
DA CCW. (
28)
HARAMAKI Blitzen, Contender / Pistol,
DA CCW. (
28)
HARAMAKI Blitzen, Combi Rifle / Pistol,
DA CCW. (
33)
HARAMAKI Missile Launcher / Pistol,
DA CCW. (1.5 |
47)
NINJA MULTI Sniper Rifle / Pistol, Shock
CCW. (1.5 |
50)
ONIWABAN Lieutenant Boarding Shotgun, Nanopulser / Pistol, Monofilament
CCW. (1 |
44)
KEMPEI (Chain of Command) Combi Rifle / Pistol,
CCW, Electric Pulse. (
24)
KEISOTSU Combi Rifle / Pistol, Knife. (
9)
KEISOTSU Combi Rifle / Pistol, Knife. (
9)
4 SWC | 300 Points
Open with Army 4
I don't know what to say about this one, other than it looks fun
--
From
RR:
Thank you again to Dude, i hope you all enjoy his work here!
Ive been away for a little while as some of you may or may not have noticed, but im going to attempt to at least finish of the list Casey kindly posted which has been looking at me guiltily these last few months

we will see how far i get with that...