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Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

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/

--

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the JSA is a masterfully forged sword - an elegant anachronism that can be surprisingly effective but is nonetheless outdated.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]

-

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 Vogged 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...

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
 
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