Disclaimer: I am not
No.33. This is not my work. I have asked No.33 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.
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Introduction
(U/C)
A General Overview
As noted before, Yu Jing has a wide variety of options available for use. As such, this makes the Yu Jing army list one of the more balanced and customisable lists, with a slight emphasis on an aggressive playstyle. Like the other factions, Yu Jing has a few ‘traits’ which differentiates them from the others.
- Close Combat training: As part of their training, all Yu Jing units gain extra
CC to their stats. Overall, this translates to +1
CC to unit stats and improved access to better
CCWs. Average pt costs are slightly increased as a result, making them a little more expensive especially vis-à-vis similar units. In general however, only a few units can somewhat benefit from this ‘bonus’, considering its efficiency and rarity of use compared to
BS, which is average for Yu Jing.
- Heavy Infantry specialisation: The most obvious trait of Yu Jing is their high number of
HI choices accessible to them. While some Yu Jing
HI choices are fairly similar to the equivalents from other factions, there are still others which are unique by themselves, due to equipment/skills available to them. Extra
CC pt costs apply though, and many
HI options are limited to
AVA:1. If one is inclined to, a full
HI army is indeed possible with Yu Jing, though the cost will be high…
- Abundant Template weapons: With the equipment Yu Jing has, there should be no problems dealing with Camo-type enemies. While
MSVs are fairly uncommon with Yu Jing, there are many template weapons available to Yu Jing that can do the job just as well, using Intuitive Shots. When combined with Smoke effects, such weapons truly shine, as their targets often cannot retaliate in kind…
- High mobility: As part of their tactics, there are many units in the Yu Jing list that can reach the enemy lines very quickly, either due to Infiltration/
AD and/or a high MOV rate, and once they do get there are durable enough to resist enemy attempts to dislodge them, especially once they take cover in the beachhead. Such units can also prove helpful in scenarios requiring mobility.
Unit Analysis
LIGHT INFANTRY [LI]
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Zhàn Shì (战士)
Unit Summary
Pros:
+ Fairly cheap pts wise
+ Viable Lt. choice
Cons:
- Average combat skills and survivability
- Relatively high
SWC costs
Recommended Roles:
Order Generator
Viable Lt.
Unit Description
As the main basic
LI unit of the State Army, the ZhànShì are general purpose troops used in many types of operations. The average of the 3 basic
LI units available to Yù Jīng, they have standard stats and suffer no serious deficiencies nor enjoy any significant advantages. In most combat groups, they are usually utilised in a supporting role where, though fragile like most other
LI, judicious use of them can nevertheless ensure that they are able to do their part during battle.
Weapon Configuration Analysis
- (Basic) – While not the best of combat units, they do well in a support role, particularly so when they are used as decoys for a
WIP 13 Lt. in the same list.
-
HMG – A fairly cheap way to get some heavy firepower, although there are many stronger and reliable (albeit more expensive) alternatives to achieve the same.
-
LGL – While a cheap option to get a
LGL, getting actual optimal use (such as Speculative Fire) is a challenge at best, with the 1
SWC often better used elsewhere.
- Sniper – The massive costs required, coupled with the average shooting abilities of the user, makes this variant rather cost-inefficient at best in many situations.
-
ML – Similar to the Sniper variant, the significant costs required combined with the average shooting skills of the user makes this variant cost-inefficient in most circumstances.
- Hacker – While their average
WIP allows passable Hacking, they lack
BTS which reduces Hacking efficiency, and there are more cost-effective Hackers available for use.-
- Paramedic – At only 4 pts more compared to the Basic variant, the Medikit is a cheap medical backup for other units, although success is dependent on patient's PH.
- Lt. – With a
SWC value of 1, this makes a decent Lt. when ‘hidden’ with other basic ZhànShì and/or other
WIP 13 decoys. Other than that, he is identical to the basic variant.
Tactical Analysis
As a typical basic
LI, the ZhànShì are best used as a supporting unit, kept away from enemy fire and staying alive to provide their Orders as long as possible, as they are not the most skillful in combat. As such, care should be taken with them, with Dodging sometimes being a more practical response rather then trying to shoot back. When used in a sensible manner, the ZhànShì will help win many battles.
Zhanshi (战士) [zhàn shì]: fighter/soldier/warrior.
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keisotsu butai
Unit Summary
Pros:
+ Very cheap both pts/
SWC wise
Cons:
- Poor shooters
Recommended Roles:
Order Generator
Secondary support troops
Unit Description
The
LI of the nipponese, the keisotsu butai are among the cheapest standard
LI units available to Yù Jīng. While they suffer from reduced combat ability, they have cheaper access to heavy weaponry compared to other
LI units, allowing them to play their part as a supporting element in any combat group.
Weapon Configuration Analysis
- (Basic) – Due to their overall poor combat abilities, this configuration is best suited as cheap Order Generators hidden away from
LoS in a safe place, where they are less likely to be killed by enemy fire.
-
HMG – The cheapest
HMG available, it is best used offensively. While overall effectiveness is reduced due to low
BS, they can be dangerous to the enemy if used en masse, though vulnerable to enemy counter-fire.
-
LGL – While having low hit-rates, its circular templates (with or without dispersion) can sometimes affect the target(s) anyway. Suitable for offense &
AROs, they can also be used with Speculative Fire as needed.
- Sniper – A low B-value combined with a low
BS often means few hits. While usable in long-range
AROs, it requires a hefty investment which can be better used elsewhere, and exposure-to-fire can become a serious issue as well.
-
ML – Like the Sniper, a low
BS and B-value means it has a low overall chance of hitting anything. While suitable for long-range
AROs, they also require a heavy investment and dangerous exposure to enemy fire.
- Hacker – With their abysmal
WIP, any meaningful Offensive Hacking is precluded, though they make relatively cheap (though not necessary good) Defensive Hackers and/or
REM controllers.
-
FO – One of four
FO available, they have a better base chance marking a target then shooting it, though they have to be fairly close to the target, and risk enemy
AROs. Fairly cost-effective used in coordination with other units.
- Paramedic – At only 3 pts more then the Basic version, they can make useful medical backups that prevent auto-deaths. Reviving unconscious units is another issue entirely, though they suffer no disadvantages for that action.
- Lt. – While easily ‘hidden’ if using other Basic keisotsu, its 2
SWC cost is often prohibitive enough to prevent regular use.
Tactical Analysis
As among the cheapest units available to Yu Jing, the keisotsu butai often play the supporting cast to many a combat group in battle, as their low
BS makes them disadvantaged in most fire-fights. As such, they are often better off safely hidden away and instead provide the all-important Orders every combat group needs. Nevertheless, their cheap weapons allow them to provide fire support, especially in weapons not so adversely affected by their low
BS, like
HMGs and
LGLs. They also make fairly effective FOs and also as Paramedics. Under such roles, they are often exposed to enemy fire, where they are usually better off Dodging, rather then returning fire. In any case, keeping them alive maximises their overall contributions.
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Celestial Guard (Tiān Bīng - 天兵)
Unit Summary
Pros:
+ Good stats and equipment options
Cons:
- Low
AVA
Recommended Roles:
Viable Lt.
Support roles
Additional Notes:
Required for Kuang Shi (via Control Device) in same combat group
Unit Description
Comprised of experienced soldiers, the Celestial Guard are the premier basic
LI unit of the State Army. While slightly more expensive compared to the ZhànShì or keisotsu butai, they make up for it with their superior stats and equipment options, which frequently sees them being used in a supporting role in co-ordination with other units. While not the most resilient or dangerous unit around, when used correctly they can tip the battle in your favour.
Weapon Configuration Analysis
- (Basic) – While not the best of combat units, they do well in a support role, particularly so when they are used as a decoy for a
WIP 14 Lt. in the same list.
- Boarding Shotgun – Though identical in cost to the Basic variant, this variant not only has a shorter effective range, they cannot be used as a Lt. decoy.
-
LGL – Although a cheap way to field
LGLs, getting actual optimal use (such as Speculative Fire) is a challenge at best, with the 1
SWC often better used elsewhere.
- Multi-Sniper – The massive costs required, coupled with the average shooting abilities of the user, makes this variant rather cost-inefficient at best.
- Spitfire – A fairly cheap way to get some heavy firepower, although there are many stronger and reliable (albeit more expensive) alternatives to achieve the same.
- Kuang Shi Control Device – Required for deploying Kuang Shi, this variant doubly important as it also includes a Smoke
LGL, which makes her a great supporting unit to those that work best with smoke cover. Her low costs makes her highly recommended for most lists.
- Hacker – With their good
WIP and
BTS of -3, they provide effective Hacking support (especially Defensive), effectively making them the most cost-efficient of Hackers available.
- Lt. – Costing no more then the Basic version, they have the distinction as being the cheapest
WIP 14 Lt. option available, although at the cost of being trickier to hide.
Tactical Analysis
As basic
LI, the Celestial Guard, when unlinked, fulfill the same functions as other basic
LI, and thus should try to stay alive as long as possible to contribute their Orders for other users. Unlike other basic
LI however, they do excel in some support roles, with defensive Hacking and providing ranged smoke coverage being notable examples, allowing them to play an active role in many scenarios as a result.
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Kuang Shi (Jiāng Shī - 僵尸/殭屍)
Unit Summary
Pros:
+ Very affordable
+ Decent stats (good PH for
LI) with [V: Dogged]
Cons:
- Low survivability
Recommended Roles:
Cheap assault unit
Order generator
Additional Notes:
Celestial Guard with Control Device required for use in same combat group
They automatically Explode (unless Biolocator/Dogged was activated) upon death or Retreat!
Unit Description
Comprised of reconditioned criminals/traitors, the Kuang Shi have a single purpose on the field, namely to take down as many enemies as they can before their evitable deaths. As such, they are the cheapest possible Regulars (though Impetuous) available to Yu Jing, with various abilities which, while self-destructive, can cause a great amount of damage to the enemy under optimal conditions.
Weapon Configuration Analysis
- (Basic) – At only 5 pts each, this variant is the cheapest Regular available, allowing multiple copies to be used in a list with a minimum of cost. While very short-ranged, they are nevertheless a menace to whoever happens to be within striking distance, since they don't often miss.
- Boarding Shotgun – While costing over twice the Basic variant, this weapon gives a bit more range in comparison, although with no guaranteed hits. While not the ideal user, it is something to consider if you if have an extra 6pts that can't be used elsewhere in the list.
Tactical Analysis
Although something akin to cheap basic
LI, where keeping them alive as long as possible for their orders is a given, they are far more aggressive in comparison, with their Impetuous order and available weaponry/skills making them suited for direct assaults. They are nevertheless still vulnerable to enemy attacks, so a bit of Coordination with other elements of the list would help. When they (inevitably) do go down however, whether due to enemy fire or using their own abilities, their low pt cost makes their loss less devastating at least.
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Bào Troops, Judicial Watch Unit (Bào Bù Duì - 豹部队)
Unit Summary
Pros:
+ Relatively cheap
MSV 2
Cons:
- Very dependent on smoke coverage
Recommended Roles:
Alternate
MSV 2 unit
Unit Description
A unit of dark repute tasked with cleaning up loose ends from Imperial Service operations, the Bào Troops perform their grim duties in a definitive manner, utilising specialised equipment to ensure they do not miss anything. Often supervised by a Pheasant Rank Imperial Agent, they can do well when used in conjunction with others in the same task force.
Weapon Configuration Analysis
- Combi-Rifle + Light Shotgun – Although not the strongest of weapon combinations, this variant can do reasonably well vs light enemies, particularly if they are bunched up close together, with reduced ranged penalties from X-Visor giving him a slight advantage in some situations.
- Boarding Shotgun, Contender - While offensive output is limited, this variant can attack (and defend) with different ammo choices, allowing a degree of flexibility on the field, with X-Visor somewhat compensating for the short reach of the main weapon.
- Multi-Sniper - Despite the large amount of investment required, if properly supported with smoke, this variant can potentially be dangerous to any target that is visible to the user, even if he lacks a X-Visor, due to the strength and special ammo of the weapon.
Tactical Analysis
With relatively low costs, the Bào Troops can be an economical alternative/supplement to the Hsien (or even Ruì Shī) with regards to MSV2 coverage (such as Discovering distant targets). However, their fragility means that they are very dependent on smoke coverage, without which they are little better then basic
LI in terms of combat ability/survivability, particularly so when in the reactive turn.
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Imperial Agent, Pheasant Rank (Yě Jī) (野鸡)
Unit Summary
Pros:
+ Unique weapon/equipment options
Cons:
- Expensive
- Some abilities/equipment have very limited usage
Recommended Roles:
Chain-of-Command backup
Unit Description
Well known as tactical advisors in various military and policing operations, the 3rd (Pheasant) Rank Imperial Agents have access to unique abilities and equipment for the performance of their duties in most situations, both in offense and support roles. However, such generalisation of their duties, as well as their traditional lone wolf approach, entails a severely high cost as a result, which limits their appearances in many operations as a direct consequence.
Weapon Configuration Analysis
- Combi-Rifle + E/Mitter – Although not the strongest of weapons, this variant can do reasonably well vs most enemies, with reduced ranged penalties from X-Visor giving him a slight advantage in some situations. His CoC also provides an instant backup should the current Lt. goes down, though it makes him an obvious target.
- Boarding Shotgun - Slightly cheaper then the other variants, this variant does not have any range penalties, although it does has the shortest effective range. Though not quite as flexible as that of the
CR+E/Mitter variant, he does have CoC as well, with all the benefits and risks it entails.
- Multi-Sniper - Lacking CoC, this variant loses a key ability in return of getting a stronger weapon. However, the relative lack of long firelanes (making X-Visor pointless), incompatibility with
CC, and the amount of investment required, makes this variant less then practical for most situations.
- Hacker - Although a decent Hacker by himself, and capable to personally dealing with his targets, making him a great deterrent vs those same targets, outside of Hacking, he loses CoC and X-Visor, making him less effective in most such situations relative to the other variants.
Tactical Analysis
While better equipped and trained compared to most other
LI (at a steep cost), the Pheasant Rank Agents are still relatively fragile
LI units, and as such do have their limits with regards to the amount of enemy fire they can withstand. They may not be ideal primary attack units, but they can do reasonably well in a supporting role instead. It is uncommon for them to be able to utilise all their skills however, particularly their Mono/MA3, although their presence can deter some enemy units from approaching their locations.
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MEDIUM INFANTRY [MI]
Tiger Soldiers (Hǔ Bīng - 虎兵)
Unit Summary
Pros:
+ Flexible deployment options
+ Minetism with good stats
Cons:
- (Not much really)
Recommended Roles:
AD assault troops
Unit Description
The elite airborne units of the armies of Yù Jīng, the Tiger Soldiers are a specialised
MI troop capable of tactical actions few others can match, making them an excellent option for decapitation attacks, where their skills and equipment allow them to deploy close to their targets from the beginning of the mission, take them on, and live to fight another day. When used well, they are more then capable of performing feats that help to complete the mission.
Weapon Configuration Analysis
-(Basic) – With the weapons present, this variant is capable of doing well in both offense and defense, particularly if he is up-front and close to the enemy. Even more so if they are bunched up close together as well.
-
HMG – When properly deployed and positioned, the user of this weapon is more then able to lay waste to the enemy, especially when attacking from an unexpected angle.
- Boarding Shotgun – While lacking
raw damage output, this variant can be dangerous if she can attack targets that are fairly close together, assuming she can successfully hit them.
- Sniper – Despite being a potentially good user, this variant is far more suited for defense, which often does not mesh well with the aggressive nature of the unit.
- Hacker – Having good
WIP, and their ability to deploy fairly near the target, this variant is less reliant on Repeaters, although their lack of
BTS can hamper them. Otherwise similar to the Basic variant.
- Paramedic – If extra pts are available, this variant can be a lifesaver for stranded forward units, although success is dependent on the patient's PH. Otherwise similar to the Basic variant.
- Lt. – While functionally identical to the Basic variant, 1
SWC is required, and the virtual preclusion of deployment via Combat Jump takes away a key strength for the user.
Tactical Analysis
As the only unit capable of Airborne Deployment, the Tiger Soldiers makes an effective secret weapon any opponent would be hard pressed to defend against. The key question is how and where to deploy them, with Combat Jump (or Airborne Infiltration) ideally seeing them fairly close to their targets. With their Minetism to protect them, they are generally better used against weaker targets, although the occasional strong enemy can be a valid option at times. If nothing else, their very presence in the enemy lines is bound to draw a significant amount of attention, so use that distraction accordingly.
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Ko Dali (Gāo Dà Lì - 高大力)
=== Missing In Action ===
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Aragoto Senkenbutai
Unit Summary
Pros:
+ High MOV + Minetism
Cons:
- Difficult to control
Recommended Roles:
Fast assault units
Unit Description
A key immediate intervention unit, the aragoto are among the fastest units available to Yù Jīng, allowing them to speed to wherever they are required on the battlefield. Aggressive by nature, they will go all out to attack the enemy as soon as possible, regardless of any tactical considerations, making them tricky to control, although they are capable of causing much havoc regardless.
Weapon Configuration Analysis
- (Basic) – Useful for taking pot-shots at distant enemies, the combi-rifle is also effective when up close, with the light shotgun a semi-useful backup with clustered enemies.
- Boarding Shotgun – While somewhat short-ranged, it complements them when they are close to their targets, especially harder ones. Cheaper then the Basic variant as well.
- Spitfire – A shorter-ranged version of the
HMG, this weapon meshes very well with the aggressive aragoto, capable of cause much pain before redeploying elsewhere.
- Hacker – While a passable Hacker, their temperament can make it difficult to do actual hacking at times. Otherwise functionally similar to the Basic variant.
- Asuka Kisaragi - Compared to the Basic variant, she is even more effective when up-front, with the light-flamer seeing much more use compared to the light shotgun.
Tactical Analysis
An unorthodox unit, the aragoto are known to be extremely eager to attack the enemy as soon as possible due to their Impetuous natures. While this makes controlling them costly in orders at times, their 'free' orders can also mean greater opportunity to push through attacks as needed. Regardless, their speed means they can get to wherever they are needed fast, making them good at exploiting enemy weak spots.
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Raiden Seibutai
(Unit insignia N/A)
Unit Summary
Pros:
+ Limited Camo
Cons:
- Average shooter
Recommended Roles:
One-shot ambush unit
Unit Description
(U/C)
Weapon Configuration Analysis
Multi-Sniper -
HRL –
Spitfire –
Tactical Analysis
(U/C)
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HEAVY INFANTRY [HI]
Invincibles (Cháng Shèng Jūn - 常勝軍)
Unit Summary
Pros:
+ Standard
HI reliability
Cons:
- Outclassed by other
HI
Recommended Roles:
Viable Lt.
Unit Description
As a result of prior military reforms, the Invincibles (Cháng Shèng Jūn) make up a significant proportion of the armed forces of Yù Jīng, where they are the most basic, and common, of
HI available for use. Despite that however, their average stats and limited options often limit them to support/defensive roles, as other existing units fulfill other roles more effectively. Even so, they still make decent enough fighters.
Weapon Configuration Analysis
- (Basic) - The cheapest Multi-Rifle available, this variant can do a reasonable job in an offensive or defensive role. In addition, they can be used as a potential decoy for a
WIP 13 Lt.
-
HMG – While one of the cheapest ways to get a
HMG on a
HI user, there are other
HI users that can make better use of the
HMG, as this variant do not have any particular way to maximize its use.
- Boarding Shotgun – Though cheaper then the Basic variant, this variant not only has a shorter effective range, they cannot be used as a Lt. decoy either.
- Lt. – Virtually identical in every way to the Basic version, the Lt. option ties for the cheapest
HI Lt. available. Can be hidden with a group of
WIP 13 decoy units in an appropriate combat group.
Tactical Analysis
As the most basic of standard
HI units for Yù Jīng, the Invincibles represents the baseline stats for many of the
HI options of Yù Jīng. As such, they do not enjoy many advantages as compared to specialist
HI, making them second-rate units for most tasks, especially of the aggressive kind, considering their costs and order inefficiency. Nevertheless, if deployed, they can do a reasonable enough job in a supportive role.
--
Shàng Jí Invincibles (上级)
Unit Summary
Pros:
+ Improved
HI Stats
Cons:
- (None per se)
Recommended Roles:
Viable Lt.
Rapid assault unit
Unit Description
The result of constant technological improvements, the Shàng Jí Invincibles are the new generation of the Invincibles, able to fulfill many of the same roles in a more effective manner, particularly so with the increased number of equipment options available to them. Combined with their improved mobility, and resistance to non-conventional attacks, they are easily the most advanced basic
HI available to Yù Jīng.
Weapon Configuration Analysis
- (Basic) – With the weapons available, this variant does decently well whether on the offense or defense, particularly when up-front and close to the enemy. In addition, he can be used as a potential decoy for a
WIP 13 Lt.
- Multi-Rifle – While somewhat stronger compared to the basic variant on the defense due to special ammo, this variant is relatively pt-expensive, and cannot be used as a Lt. decoy.
- Spitfire – A decent way to field heavy firepower on a
HI, the weapon meshes well with the aggressive nature of the user, who's speed allow him to get into optimal range fairly quickly.
- Hacker – With excellent
BTS, this variant does well in defensive Hacking, and is quick enough to rush towards an appropriate target for offensive Hacking. Otherwise as usable as the Basic variant.
- Paramedic – If extra pts are available, this variant can prove useful as he is resilient enough to reach stranded causalities, although successful Medikit use is dependent on the patient’s PH.
- Lt. – Otherwise identical to the Basic variant, the Lt. option ties for the cheapest
HI Lt. option. Can be hidden with a group of
WIP 13 decoy units in an appropriate combat group, although he can be used aggressively.
Tactical Analysis
While similar to their older counterparts, sharing many of the same roles, the Shàng Jí is capable of being far more aggressive in comparison due to their improved mobility and protection. As such, they make fairly good assault
HI, since they can close the distance quickly, and have the appropriate weapons that does well in proximity to the enemy. They work well in coordination with other fast assault units to bring the fight to the enemy.
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Wú Míng (无名)
Unit Summary
Pros:
+ 0
SWC Grenade options
Cons:
- Outclassed by other
HI
Recommended Roles:
Take and Hold
Additional Notes:
Their lack of a Cube renders them immune to Septisor attacks by default.
Unit Description
A unit of penal legionaries, the Wú Míng are an assault unit that is usually thrown into the grimmest of combat duties. Despite their status, they are still issued with serviceable equipment, allowing them to do decently well under such circumstances. Indeed, while not the best of fighters, they are capable of unconventional tactics against the enemy, making them useful enough for certain operations.
Weapon Configuration Analysis
-
MR+
LGL – With a multitude of ammo choices, this variant does decently well on the defense when close enough to the enemy. While capable of attacking, getting optimal results (e.g. using Speculative Shot) can be a challenge.
-
HMG – While a relative cheap way to gain heavy firepower, there are other
HI users can make better use of it, as this variant does not have any particular way to maximize its usage.
-
BS+Grenades – Although having a shorter effective range then the other variants, this variant is cheaper, and can do reasonably well when facing enemies that are in close proximity to them.
- Combi-Rifle + E/Mitter - Decent enough on the offensive/defensive, this variant can occasionally be dangerous vs E/M vulnerable enemies, particularly at near point-blank ranges.
- Combi-Rifle &
LRL - Similar to the other variants in combat ability, this variant is notable for his Fire-based attacks, albeit at a cost, which makes him useful against enemies that are weak against Fire in general.
Tactical Analysis
Similar to other basic standard
HI, the Wú Míng can perform the same duties expected of such units. While capable of being attacking units, their relative slowness and short reach means they can be rather inefficient when used as such, although when they do manage to reach their destinations, they can be hard to shift from their position. The amount of template weapons available to them do occasionally make them useful vs units that clump up together.
--
Domaru Butai
Unit Summary
Pros:
+ Cheap light
HI
Cons:
- Very shot reach
Recommended Roles:
Rapid assault unit
Unit Description
Considered to be a warrior of rank within the
JSA, the domaru butai is one of the most specialised light
HI available in the State Army. More so than most other
HI, the domaru butai specialises in close assault, to the extent that they do poorly in other forms of combat. Should they actually reach their target intact, they can be very fearsome foe indeed.
Weapon Configuration Analysis
- E/M
CCW – Armed with a Chain-rifle, E/M grenades and E/M
CCW, this variant is hazardous to any units vulnerable to E/M, though their threat range is rather short, making risky dashes towards the enemy a necessity.
-
EXP CCW – Unlike the E/M
CCW, this variant is dangerous against most enemies when in
CC, and only costing 2 pts more. Care should be used with them the closer they are to the enemy, considering their higher target profiles.
-
BS +
AP CCW – While more expensive pt-wise, this variant has a somewhat longer reach, although with no guaranteed hits. In
CC, they can stand up to high
ARM targets, although surviving is another thing entirely.
- Takeshi 'Neko' Oyama - A unique domaru character who is essentially an upgraded version of the
EXP CCW variant, though with his
CC attacks having
AP effects as well, making him effective against high
ARM targets in
CC.
Tactical Analysis
A highly specialised light
HI, the domaru butai puts great emphasis on close-ranged combat due to their choice of weapons. As such, due to their reduced
ARM and increased target profiles the closer they go, they often require coordination with other assault units in order to reach their targets intact. While they can be used in defence, as their skills and equipment make them ill-suited vs long-ranged attackers.
--
Haramaki Zensenbutai
Unit Summary
Pros:
+ Cheap light
HI
Cons:
- Low B ranged weapons
Recommended Roles:
Rapid assault unit
Unit Description
Viewed within the
JSA as crass and pretentious fighters, the haramaki zensenbutai are another light
HI that specialises in close assault, so much so they actively crave for it and are thus trickier to control. Unlike the domaru however, they do utilise ranged weapons, although ones that ironically are best for defense. Regardless of that, they are still very dangerous to the enemy when up close.
Weapon Configuration Analysis
-
AP CCW – With a
AP CCW, this variant can take on high
ARM units with a reasonable chance to doing some damage, allowing them to trade blows if need be, especially if they have been disabled via their Blitzen previously.
-
DA CCW – Using a
DA CCW, this variant (and others) is dangerous vs most targets in
CC. They also do reasonably well when facing close enemies out of
CC, particularly those softened up by their Contender/Blitzen.
- Combi-Rifle – A better assault weapon due to higher B, this variant is capable of doing more ranged damage per order, although at a higher cost relative to the Contender. Otherwise similar to the above variant.
-
ML – At a somewhat moderate price, this variant can take on distant targets even as they rush forward up until close range, where their
DA CCW can be more useful.
Tactical Analysis
Somewhat similar to the domaru, the haramaki are a fast assault unit, although not as outright focused on close-ranged combat with their ranged weapons. Even as they rush headlong towards the enemy due to their Impetuous nature, they can defend themselves in the reactive turn without loss of efficiency. While not the most efficient of combatants, they are capable of dealing with most enemy units they can target.
--
Karakuri
Unit Summary
Pros:
+ Walking arsenal
Cons:
- Reduced stats
Recommended Roles:
Multi purpose unit
Unit Description
An early example of a fully mechanical
HI unit, the karakuri is a general purpose
HI that is a precursor to the Sù-Jiàn. Armed with more weapons then most other units, they are not only fast, they are also capable of dealing with most types of enemies, even if they are not always the most effective of fighters. Even with their limitations, they work well with many other units in the same combat group.
Weapon Configuration Analysis
Combi-rifle - While capable of dealing with most enemies both on offense and defense, this variant, although slightly cheaper compared to the other variants, is best used vs lighter enemies, especially once the D.E.P is used up.
Mk12 – Like the combi-rifle, but armed with a Mk 12 instead, this variant does well against most enemies, even after the D.E.P. is fired. If anything, the Mk12 is superior in most ways, with it's other weapons filling the proximity gap.
Heavy Shotgun – While having a shorter effective range, this variant is dangerous vs hard targets, being the even stronger version of the Boarding Shotgun. It also works well on whoever it manages to hit under its templates.
Tactical Analysis
A general purpose unit, the karakuri is one of the most flexible
HI available, being fast and having a weapon for virtually any occasion. That being said however, it is not the best of fighters, and although resistant to unconventional attacks (including most special ammo), it is less protected from more mundane attacks, and while repairable, it explodes once it takes enough damage from anywhere (including luckless engineers).
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Imperial Agent Crane Rank (Xiān Hè - 鶱鹤)
Unit Summary
Pros:
+ Dangerous in CQB
Cons:
- Very expensive
- Some abilities/equipment has very limited usage
Recommended Roles:
Assault unit
Unit Description
The roving agents of Justice in the StateEmpire, the 2nd (Crane) Rank Imperial Agents seek out problems and solve them in terminal fashion, and as such have access to advanced equipment for the task. The varied nature of their tasks does result in them taking on a multitude of roles, without any real specialisation, which makes supplying them an expensive prospect, limiting the number of operations they participate in.
Weapon Configuration Analysis
- (Basic) – With multiple ammo choices, this variant has flexibility when dealing with various targets, even when on the defensive. In addition, he can act as a decoy (albeit an expensive one) for a
WIP 14 Lt.
- Boarding Shotgun – Though cheaper and stronger then the Basic variant, this variant not only has a shorter effective range (but no range penalties), he cannot be used as a Lt. decoy either.
- Spitfire – While requiring the most investment compared to other users, this variant, otherwise similar to other
HI users, can however use his weapon at longer distances with lower range penalties if required.
- Lt. – For all intents and purposes, this variant is identical to the Basic version.
Tactical Analysis
Despite being well equipped for a light
HI unit, the Crane Rank Agents, while fast and theoretically able to deal with many situations, is not quite a specialist in any field, and has a fearsome cost as well, making him less then ideal compared to other units in the same situation. If anything, they suffer from conflicting abilities, which often means some expensive abilities (the MA3/Mono
CCW in particular) see very little practical use, reducing their overall effectiveness as a result. And for a
HI, he is unfortunately not the most resilient of units either.
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Immediate Action Unit Sù-Jiàn (速剑)
Unit Summary
Pros:
+ Very well armed with decent stats
+ 6-6 MOV + Climbing Plus (in Mobility mode)
Cons:
- Large physical size
Recommended Roles:
Hunter-killer unit
Additional Notes:
Changing forms needs just 1 short Order, but does not work in
ARO.
Despite having [G: Remote], they are not
REMs, so it can still Dodge and go Prone without penalty.
Unit Description
A highly specialised unit with links to the Imperial Service, the operators of the Sù-Jiàn unit pilot the most advanced of
HI of the Human Sphere, where despite their recent introduction to active service, they are well regarded by both the State Army and the Imperial Service. Unlike the typical
HI, their speed and flexibility allows them to use unorthodox methods to strike at the enemy at their weakest points, something which a canny commander will do well to exploit.
Tactical Analysis
Unique among
HI, the Sù-Jiàn has the ability to adapt quickly to changing conditions on the field. When in Combat Form, it is a decent fighter like other standard
HI units, with multiple weapons to choose from when dealing with any type of enemy. When in Mobility Form, it becomes significantly more mobile, albeit with reduced
BS, enabling it to reach distant spots (including elevated ones) on the field with fewer orders, and allowing unexpected tactical moves as a result. In either Form, they are resilient to unconventional attacks, and will not budge from their location unless instructed to.
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Dào Fěi (盗匪)
Unit Summary
Pros:
+ Camouflage + Infiltration
Cons:
- Only
AVA 1
Recommended Roles:
Infiltrated Camo attacker
Unit Description
A specialised unit of the Cháng Shèng Jūn, the Dào Fěi are veteran soldiers that have survived a harsh training course to become skilled in the art of infiltration and camouflage. Combined with their power armor, they are more then capable of deploying to a favorable forward position close to enemy positions, where they can use their weapons to lethal effect on their targets from the very start of the mission.
Weapon Configuration Analysis
- (Basic) – With proximity bonuses from forward deployment, this variant can do well vs most targets, even when on the defensive, although better offensive weapons are available.
-
HMG – The ability to deploy to a favorable location means this variant can be devastating to her target, especially when attacking with Combat Camouflage, with any return fire made more difficult due to her camouflage and cover.
- Boarding Shotgun – Shorter ranged and cheaper compared to the other variants, this weapon benefits from being able to deploy fairly close to the enemy, which makes it easier to gain proximity bonuses.
- Hacker – Although of average (and expensive) skill as Hackers, their ability to deploy close to their target means they are not as reliant on Repeaters for offensive Hacking. Otherwise similar to the Basic variant.
- Lt. – Functionally identical to the Basic variant, they can be ‘hidden’ with
WIP 13 unit decoys, though at a cost of 1
SWC. Very risky when deployed close to the enemy.
Tactical Analysis
With their hard earned skills, the Dào Fěi are uniquely able to be deployed to a suitable forward location where they can easily attack the enemy from a dominating position, a feat made significantly easier with their high PH giving them a good chance to succeed in Infiltration rolls beyond the middle of the field. Even if not the best of shooters, their Camouflage does gives them major advantages in combat vs weaker targets (and some strong ones as well). Needless to say, they will attract a good amount of enemy attention, making them a great distraction from your other units.
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Hac Tao (Hēi Dào - 黑道)
Unit Summary
Pros:
+
TO Camouflage
+ Superior Stats
Cons:
- Expensive
Recommended Roles:
TO Camo Attacker/Defender
Unit Description
Tasked with some of the toughest of missions, the Hac Tao are an elite
HI unit equipped with
TO Camouflage, allowing them to combine both stealth and heavy firepower with deadly efficiency, and making them more then capable of dealing with their targets, both assigned and opportunistic. While their presence on the field is uncommon, they typically play a critical role in any operations they are involved in.
Weapon Configuration Analysis
- (Basic) – In a defensive role, the
MR/
LS provides
ARO flexibility against many types of opponents, making him a veritable strongpoint. In an offensive role however, there are more effective weapons available.
-
HMG – With his good shooting skills, this variant is one of the best users of this weapon, being a powerhouse on the offensive, and even on the defensive (to a lesser degree).
-
ML – When on the defensive, this variant is one of the most dangerous of threats for the majority of enemy units, although she is not as efficient when on the offensive.
- Hacker – Although the best Hacker available in
raw stats, this variant is heavily reliant on Repeaters for any offensive Hacking and requires the most investment as well. Otherwise similar to the Basic variant.
- Lt. – While having the same roles as the Basic variant, the 2
SWC requirement, as well as deployment limitations, usually makes this variant impractical for most lists.
Tactical Analysis
With
TO Camouflage combined with advanced armor and good shooting skills, the Hac Tao is one of the best combat units available, being able to prevail in most shootouts vs most opponents, especially when shooting first. Although expensive and relatively slow, they can be a very nasty surprise to any opponent who are not expecting them, and sometimes even those who are. When in cover, they are a nightmare for the vast majority of enemy units who have the misfortune to face them, being even more difficult to hit, and able to shrug off most attacks as well.
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Hsien Warriors (Xiān - 仙)
Unit Summary
Pros:
+
MSV 2 as standard equipment
+ Excellent stats
Cons:
- Rather expensive
Recommended Roles:
Primary attack unit
Additional Notes:
No change whatsoever from pre-
HS times.
Use in conjunction with Smoke cover from the Celestial Guard/ShàoLín for best effect.
Unit Description
The highest ranking of Imperial Agents, the Hsien comprise the pinnacle of the State Army and within the Imperial Service. The most experienced of elite troops, they are typically are sent to missions deemed absolutely vital to Yù Jīng, with the most advanced equipment and training to see them through. Whether working by himself or with supporting elements, their effectiveness has made them well appreciated in countless Imperial Service field operations.
Weapon Configuration Analysis
- (Basic) – With multiple ammo choices, this variant has flexibility when dealing with various targets, even when on the defensive. In addition, he can act as a decoy (albeit an expensive one) for a
WIP 14 Lt.
-
HMG – While the most expensive way to field a
HMG in the Imperial Service, this user is also the best equipped to make the most out of it relative to other users, with her high
BS ensuring a high chance of hits.
- Boarding Shotgun – Though cheaper and stronger then the Basic variant, this variant not only has a shorter effective range, he cannot be used as a Lt. decoy either.
- E/M
LGL - With access to E/M ammo, this variant has an extra option vs higher tech targets compared to the basic variant, although maximising its use (including Speculative Shot) can be a challenge even with his high
BS.
- Lt. – Functionally identical to the Basic variant, this Lt. option is unique due to the +1
SWC bonus. Using even half of that extra
SWC, while not always necessary, will make him an obvious target however.
Tactical Analysis
As the most experienced of Imperial Agents, the Hsien are consequently the most capable of combat units in the Imperial Service, particularly due to their
MSV 2, which when ideally deployed in conjunction with smoke coverage from supporting Celestial Guard/ShàoLín elements, can be used to devastating effect on their targets, including otherwise difficult enemies using Camo or
ODD. While functionally similar to most other standard
HI, they are more resilient to unconventional attacks, can somewhat defend themselves in
CC, and will stand their ground even after taking hits.
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Sun Tze (孙子 - Sūn Zǐ)
Unit Summary
Pros:
+ Total Immunity + No Wound Incapacitation
+ Excellent Lt. (with Stategos L3) with high
WIP (17)
Cons:
- Expensive
- Not the best of attackers
Recommended Roles:
Viable (although very obvious) Lt.
Additional Notes:
While 2 versions of him are available, Sun Tzu is still a unique character. As such, only one version of him can be used at any one time.
Unit Description
The result of Project 'Advisor', the Recreation known as Sun Tzu is one of the finest military minds in the service of Yù Jīng, where he has been instrumental in many victories. As the Imperial Service is responsible for maintaining internal security within the State, the most critical of their missions often necessitates his personal presence, where his strategic planning can be of vital importance. Depending on the nature of the mission, he can appear as either a tough
HI (v1.0), or as a supporting marksman (v2.0).
Weapon Configuration Analysis
- v1.0 - With his advanced power armor, combined with his resilient Lhost body, this variant is able to take a considerable amount of punishment from most attacks and keep on fighting, which can be important as he make a very obvious Lt. (pointless not to use him as such). Despite that, his average combat skills and somewhat basic weaponry means he isn't the best of attacking units considering his price.
- v2.0 Multi-Rifle - Lacking power armor, but still retaining Lhost resilience, this variant is able to make use of the Multi-rifle, and make Discover rolls, without any range penalties whatsoever. The (relatively) low price makes this variant much less inefficient when used in a supporting role as the Lt..
- v2.0 Multi-Sniper - Despite having the strongest weapon compared to the other variants, the average shooting skills of the user, the lack of long firelanes, and the investment required means this variant would have issues making the most out of his equipment, particularly when used as a supporting Lt..
Tactical Analysis
With his strategic skills, Sun Tzu makes a natural Lt. for any combat group he joins, with his Strategoes L3 granting benefits (which can radically change gameplay) both during deployment and on the field, and his
WIP 17 meaning he will (usually) win the Lt. roll. Although able to take some damage, he is best kept in a safe location. As an attacking unit however, he does not particularly stand out, although he is a reasonable shot, and has a great chance (base 85%) to Discover most things.
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Tactical Armoured Gear (T.A.G.)
Gūi Jiă [甲]
Unit Summary
Pros:
+ Very fast and durable
+ Heavy firepower
Cons:
- Expensive
Recommended Roles:
Heavy Assault unit
Unit Description
The toughest of frontline units available to Yù Jīng, the Gūi Jiă Ssu Ling Squadrons are the armored spearhead of many military operations, where although not the most sophisticated of TAGs, they have proven to be more then capable combatants, both on the offense and defence.
Weapon Configuration Analysis
- (Basic) – With a Multi-
HMG and a Heavy Flamethrower, this variant is effective in the majority of combat situations, and acts as a great deterrent against approaching enemies.
-
HGL – Armed with a
HGL instead of a Heavy Flamer, this variant can indirectly bombard the enemy in addition to direct attacks, although close-defence capability is reduced.
- Lt. – Although requiring a significant amount of
SWC, the additional Lt order allows it to press the attack longer if desired. Other functionally identical to the basic variant.
Tactical Analysis
As a fairly standard
TAG, the Gūi Jiă is the hardest available combat unit best utilised to attack the enemy and to deal as much damage as possible, a task which they can do well due to their heavy weapons. While they are often difficult to damage when in cover, and can defend themselves well, they do attract a lot of enemy attacks, so having Engineer support nearby is a good idea, since the loss of the
TAG is a serious blow to any combat group.
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O-Yoroi Kidobatai
Unit Summary
Pros:
+ Very fast and durable
Cons:
- Expensive
- Very large physical model
Recommended Roles:
Heavy Assault unit
Unit Description
An alternative of sorts to the reliable Gūi Jiă, the o-yaroi was developed for urban operations,specialising in close-ranged situations at the cost of flexibility. While typically involved in
JSA operations, they have occasionally seen use in general operations as the main assault units.
Tactical Analysis
A fearsome combatant like other TAGs, the o-yaroi is a cheaper option to the Gūi Jiă. However, while it can be very dangerous up close, and is a competent ranged attack unit, it's reduced ranged defensive capabilities, alongside lower
ARM and huge target profile, makes it difficult for it to weather concentrated enemy attacks, even with close Engineer support.
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SKIRMISHERS [SK]
Guǐ Láng (鬼狼)
Unit Summary
Pros:
+
MSV L1
+ Camouflage + Infiltration
Cons:
- Only
AVA of 1
Recommended Roles:
Infiltrated harassment unit
Anti-Camouflage attacker
Unit Description
The scout extraordinaire of Yù Jīng, the Guǐ Láng is a cheap and effective way to provide battlefield support for forward troops, due to their training and good stats, which allows them to move into forward positions and do their various specialised jobs effectively, though they are average shooters. While only 1 can be used at a time, they have good synergy with many other units.
Weapon Configuration Analysis
- (Basic) – Armed with a combi-rifle and mines, this variant is most effective at area denial and harassing enemy units, with lightly armored basic units being favoured targets.
- Boarding Shotgun – Similar in function to the Basic variant, albeit stronger vs armored enemy units, or those caught fairly close together.
- Sniper – While being able to deploy to a good shooting spot is an advantage, this variant does require a significant amount of investment, especially considering his average
BS.
- Hacker – The ability to deploy close to the enemy, and having good
WIP and first-strike capability, makes this variant a good offensive Hacker, although the lack of
BTS can make them vulnerable to enemy Hackers. Otherwise similar to the Basic variant in use.
-
FO – With his high
WIP and camo, this variant has the best chance of actually marking/blinding a target, and with Deployable Repeaters, increase his area-denial tactics. An excellent support unit for Hackers and/or
GML.
- Lt. – Functionally identical to the Basic version, the 2
SWC requirement is often too prohibitive for most cases.
- Minelayer - For a modest investment, this variant is able to be deployed with one of his mines out, allowing him (and the mine) to pose an immediate threat to enemies passing near his area.
Tactical Analysis
The recon units of the armies of Yù Jīng, main function of the Guǐ Láng is to provide battlefield support to other units on the frontlines. While they are not necessarily the best of assault units, their camo does provide them with some protection vs most attacks, and they can do well when other Camouflaged enemies are about thanks to their MSV1. The judicious of mines can make life difficult for most enemy units. Beware of other
MSV and direct-template enemies, since they can negate his advantages.
--
Ninja
Unit Summary
Pros:
+
TO Camouflage + Infiltration
Cons:
- Expensive
- Some abilities have very limited usage
Recommended Roles:
Infiltrated harassment unit
Unit Description
The silent killers of Yù Jīng, the ninja are a specialised stealth unit. With their equipment and training, they can Infiltrate by enemy lines, and deploy there invisibly, awaiting the order to strike. While average shooters, they can cause much pain if able to reach
CC.
Weapon Configuration Analysis
- (Basic) – Armed with a combi-rifle/Shock
CCW, this configuration is best used against lightly-armored units ill-equipped to deal with them.
-
AP CCW – While packing an
AP CCW, makes this variant better vs armored targets, the ninja will have problems going toe-to-toe with a fully intact example of one.
-
EXP CCW – With a small investment, this variant becomes even stronger vs lightly-armored targets in
CC, giving it a higher target profile as a result.
- Sniper – Difficult to dislodge and a credible annoyance, the significant amount of investment required, as well as incompatibility with her other existing abilities, means much wasted potential.
- Hacker – A good offensive Hacker due to her abilities and high
WIP, the lack of
BTS is an issue when enemy hackers are about, although otherwise similar to the basic variant.
Tactical Analysis
Like other
TO skirmishers, the ninja makes a good harassment unit, and is capable of pulling off many surprises. However, though the ninja has a significant focus on
CC, in most instances shooting is preferable, this due not only to the inherent inefficiency of
CC, but also due to
TO Camo being mostly nullified when in
CC. While a good offensive unit, they are vulnerable to concentrated attacks, especially when enemies not affected by
TO Camo are actively hunting for the ninja, since the ninja has few defences against their attacks.
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Oniwaban
Unit Summary
Pros:
+
TO Camo + Superior Infiltration
Cons:
- Expensive
- Limited threat range
Recommended Roles:
Targeted assassination
Unit Description
Leaders of the various ninja clans, the oniwaban are particularly good in traditional ninja roles and more, being able to perform feats that leaves lesser ninjas in the dust. When allowed to fight under their terms, they are a truly terrible foe, with few able to walk away from an encounter with them.
Tactical Analysis
With his superior infiltration, the oniwaban is capable of reaching the target(s) with a few orders, particularly so when he has the Initiative, with most such targets having limited options in
ARO (assuming he is not revealed). With him rarely missing, those same targets usually drop dead, although anyone who survives can usually strike back. Should
CC be impractical, his other weapons can do damage, albeit with a limited effective range. In most other respects, the same warnings about the ninja apply to him.
--
Shinobu Kitsune
Unit Summary
Pros:
+ (As oniwaban + smoke)
Cons:
- Expensive
Recommended Roles:
Targeted assassination
Unit Description
A mysterious individual purported to have achieved truly remarkable Intelligence coups, (s)he is probably the pinnacle of the ninja hierarchy and master of their craft. Needless to say, said individual is one of the most dangerous of specialists service in Yù Jīng.
Tactical Analysis
While more expensive, (s)he is easily an improvement over the 'common' oniwaban, being able to perform all that they can do with some extra thrown in. Able never to miss in
CC, and having better PH, (s)he not only has a combi-rifle, increasing her threat range, but has smoke grenades as well, the tactical value of such being invaluable by themselves, making it even easier to approach targets while reducing
AROs. The same warnings with using ninjas/oniwaban apply.
--
WARBANDS [WB]
Shào Lín Warrior Monks (少林)
Unit Summary
Pros:
+ Very affordable
Cons:
- Poor shooting skills
Recommended Roles:
Cheap assault unit
Smoke coverage
Unit Description
Ranking among the best
CC fighters in the game, the Warrior Monks of Shào Lín are the sole
WB unit available to Yù Jīng. Following their training, they are often used to bring the fight to the enemy, and well as act in a supporting role, where their Smoke Grenades can provide vital Smoke cover for advancing units.
Weapon Configuration Analysis
- Shock/
AP/
EXP CCW - As dangerous as the Shào Lín are in
CC, their poor
BS means the Combi rifle they carry is of little practical use, which with their relatively high costs, makes them not as usable compared to the Chain-Rifle variant.
- Chain-Rifle (Shock
CCW) – Armed with a Chain-rifle, this variant plays a similar role to the others. However, their Chain-rifle is not dependent on
BS, and allows Intuitive Attacks as well through Smoke, making it far more useful for them. More important is the fact that at only 5 pts, this is the most cost-efficient variant by a large margin.
- Chain-Rifle (
EXP CCW) - Functionally similar to the preceding variant, although comparatively more dangerous in
CC, this variant can make a excellent distraction the closer he is to the enemy.
- Boarding Shotgun – Similar to the Combi-Rifle variants, albeit with a shorter effective range, this variant runs into the same problems as them.
- Smoke
LGL – With the Smoke
LGL, this variant is able to send Smoke Grenades over greater distances. However, their low
BS unfortunately means less reliability relative to hand thrown Smoke Grenades, and they cost 1
SWC in addition, further limiting their usability.
Tactical Analysis
While the ShàoLín are known for their
CC skills, on the field they are more appreciated for their Smoke Grenades, where they are used to block off the
LoS of most enemies, allowing an unimpeded advance for other units. Despite their Impetuous natures compelling them to rush towards the enemy, their Irregular status makes them somewhat easier to control, without disrupting the Order pool too much. Considering the nature of Smoke, they work especially well in conjunction with
MSV 2 users and Intuitive Attacks (including themselves if using the Chain-Rifle).
--
Support Troops
Zhàn Shì Yī Shēng (战士 医生)
Unit Summary
Pros:
+ Doctor
Cons:
- Only
AVA of 1
Recommended Roles:
Medical support
Unit Description
One of the most welcome sights for soldiers on the battlefield, the Yī Shēng is one of two units with the Doctor skill present in the armies of Yù Jīng, and as such perhaps one of the best ways to ensure that fellow troops can survive much longer in battle. And if things become worse, he can also lend a hand in a gunfight.
Tactical Analysis
As a Doctor, the Yī Shēng is one of the most reliable ways to ensure that Unconscious (organic) soldiers can recover from their injuries, this due to the fact that the Doctor skill is dependent on his
WIP, granting a base success rate of about 65% (
WIP value of 13). This makes him just as effective on any organic unit, unlike MediKits in comparison. Stat-wise, he is identical to the ZhànShì, making him an average fighter at best. As such, he should remain in a supportive role out of sight, preferably with a Yáo Zǎo (or 2) attached to do the actual business, as his unique model and skills makes him an obvious target to enemy units.
--
ZhànShì GōngChéng (战士 工程)
Unit Summary
Pros:
+ Engineer
Cons:
- Only
AVA of 1
Recommended Roles:
Engineer/Demo support
Unit Description
In any mission that mechanical units, the Gōng Chéng plays an important role in ensuring their continued functioning on the field, this due to the fact that she is the only one of 2 units in Yù Jīng with the Engineer Skill. She is also skilled in demolitions, able to stymie enemy deployed weapons, and even able cause some damage using D-Charges.
Tactical Analysis
As an Engineer, the main function of the Gōng Chéng is to restore
STR to damaged mechanical units, where she has a base success rate of about 65% (
WIP 13). She is also able to remove E/M and
ADH effects from any unit so afflicted, as well as deactivate any enemy deployed weapons she can reach, all with the same base success rates. In certain situations, she can also use her D-charges to destroy static targets, or even mobile ones (albeit with more difficulty). Otherwise identical to the ZhànShì, she is best kept out of sight, with an attached Yáo Zǎo (or 2) to do the actual repairing, as her unique model and skills makes her a tempting target.
--
Tokusetsu Butai
Pros:
+ Doctor OR Engineer
Cons:
- Only
AVA of 1
Recommended Roles:
Medical/Engineer support
Unit Description
A neglected unit even within the
JSA hierarchy, the tokusetsu butai nevertheless perform the same duties as that of their ZhànShì counterparts with similar efficiency, and thus keeping their live, or mechanical, charges in fighting condition based on their assigned role.
Tactical Analysis
As with their ZhànShì counterparts, the tokusetsu butai perform the same duties with a similar success rate (about 65%) due to their same
WIP value. While they cannot perform both roles at once, they can make a a decent backup to another Doctor/Engineer already on the field. While not as good a fighter as the ZhànShì, their Courage means they can hold a position if need be, although ideally an attached Yáo Zǎo should be doing most of the contact work, since they do make an obvious target to enemy units.
--
Yáo Zǎo (遥蚤)
Unit Summary
Pros:
+ Very affordable
+ Minetism + small target profile
Cons:
- Virtually defenceless in combat
Recommended Roles:
G:Servant attachment to Medical/Engineer specialist
Unit Description
A natural extension of the support specialist, the Yáo Zǎo allows that same specialist to perform her duties from a distant spot of the field, minimising exposure to enemy fire such duties often entail. With such great utility at a reasonable price, they are a common sight whenever such a specialist is deployed.
Tactical Analysis
Being a G:Servant
REM, the Yáo Zǎo essentially doubles the coverage of the support specialist it is attached to, which given its high MOV, not only makes it easier to reach distant subjects, but also allows the specialist to administer to two of them at the same time if desired. Being smaller and harder to target, it can be sent to otherwise hazardous locations in lieu of the specialist, where its low cost would not adversely affect operations significantly if lost.
--
REMs
Note: As the stats/weapon options of the various
REMs of Yù Jīng (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
+ [G: Remote Presence]
+ Built-in Repeaters (except where noted)
Common Cons:
- Physically large and fragile
- Only repairable by an Engineer
- Requires a Hacker and/or
TAG to use (except Yáo Zǎo)
- -6 to Dodge, and cannot go Prone or use Cautious Movement
--
Yáo Xiè (遥械) Series
General Analysis
The combat
REMs of Yù Jīng, the new Yáo Xiè series play a far more aggressive role compared to the more established Yáo Kòng series. While not as well armored compared to similar combat
REMs elsewhere, they do have access to Multispectral Visors, which can give them an edge against Camo troops, and in conditions of poor visibility. While some investment is required in order to use them, they can do well as secondary attackers for the combat group, as well as aiding in offensive Hacking via their Repeaters as required.
Ruì Shī (瑞獅)
Unit Summary
Pros:
+ Fairly cheap
MSV 2
Cons:
- Very dependent on smoke coverage
Recommended Roles:
Alternate MSV2 unit
Tactical Analysis
With their relatively cheap costs, the Ruì Shī can provide an affordable alternative/supplement to the Hsien where MSV2 coverage is required. As such, they share similar tactics, although their speed allows them to relocate quickly as needed. Due to their fragility, they are far more dependent on smoke coverage, having very limited ability to handle incoming fire, and very vulnerable on the reactive turn, necessitating the use of order(s) to relocate them to fall-back positions.
Lù Duān (甪端)
Unit Summary
Pros:
+ Good combination of weapons and equipment
Cons:
- Dependent on Holoechoes for survival
Recommended Roles:
Fast secondary attack unit
Additional Notes:
The Holoprojector allows the Lù Duān to deploy disguised as another standard
REM or something similar (such as the Sù-Jiàn Mobility Form).
Tactical Analysis
With a plethora of equipment available to them, the Lù Duān can be a surprisingly good fast attack unit with the capability for misdirection, where it can either start out disguised, thus attracting enemy attention, or with Holoechoes to (hopefully) draw away enemy fire. Like the Sù-Jiàn, it has multiple weapons to deal with the enemy, making it an excellent accompaniment when mobile firepower is required. Despite its limitations,
MSV 1 is still functional vs Camo units, although it can always use Intuitive Fire instead (with smoke coverage) to minimise exposure.
--
Yáo Kòng (遥控) Series
General Analysis
The standard
REMs of Yù Jīng, the established Yáo Kòng series generally play a supporting role for most operations, where they each provide their specialised services for the combat group, with the attendant advantages and disadvantages inherent for their use. Like the Yáo Xiè series, they can help in offensive Hacking via their Repeaters, though using them will require some investment, and and a fair amount of caution considering their limited means to block/deflect incoming enemy fire.
Wèi Bīng (卫兵)
Unit Summary
Pros:
+ Forward Observer + Sensor
Cons:
- Fairly short effective range
Recommended Roles:
Mobile
FO + Sensor unit
Tactical Analysis
A specialised tracking unit, the Wèi Bīng provides a way to Discover and mark targets while out of
LoS, with the base 65% chance of success, allowing the use of Speculative and Guided attacks on the target without any penalties. The limited range of its equipment means it has to get close, though its high MOV minimises the orders required to get into position. While it does have a limited defensive capability, it is best left out of enemy fire on the reactive turn.
Hù Sòng (护送)
Unit Summary
Pros:
+ Total Reaction + 360* Visor
Cons:
- Average combat skills
Recommended Roles:
Defensive unit
Weapon Configuration Analysis
-
AP Mines - Having mines alongside its
HMG, this variant plays to its defensive duties, having the ability to lay mines in relevant spots and consequently focusing on repositioning with a minimum of orders as needed.
- E/M
LGL - Armed with an E/M
LGL instead of mines, this variant can be used in a somewhat more aggressive mode (within limit) if E/M attacks are desired. In other respects, it is similar in function to the other variant.
Tactical Analysis
With a combination of the 360* Visor and Total Reaction built into the Hù Sòng, they make a potent defensive unit, with firepower output unchanged in the reactive turn. One notable practical application is their ability to cover the backlines from enemy
AD units. Despite all that, they do have their limits, with concentrated attacks having a good chance to destroy them, though they can generally return fire before going down.
Son-Bae
Unit Summary
Pros:
+ Sole
GML available
Cons:
- Dependent on
FO units for optimal function
Recommended Roles:
Guided Missile Launcher support
Additional Notes:
The Son-Bae does not have a installed Repeater
Tactical Analysis
In most operations it is involved in, the Son-Bae has a very specialised function, namely to be the launch platform of the Guided Missiles sent towards marked targets. As such, while it can generally stay out of sight away from enemy fire, it is very dependent on
FO units (such as the Wèi Bīng) for optimal usage, the absence of which relegates it to normal firing mode, exposing it to enemy fire if used as such.
Chāi Yi (差役)
Unit Summary
Pros:
+ Very affordable
Cons:
- Virtually defenceless in combat
Recommended Roles:
Mobile Repeater support
Tactical Analysis
Configured for speed and mobility, the main function of the Chāi Yi is to provide mobile Repeater coverage for their Hacker for offensive Hacking. While cheap, and capable of navigating terrain otherwise impassable for
REMs, it has no ranged weapons, and has only Minetism for protection, and as such should be kept out of
LoS if at all possible.
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Yáo Pú Panguling [Chuān Shān Jiǎ] (遥仆 - 穿山甲)
Unit Summary
Pros:
+ Baggage as standard loadout
Cons:
- Limited defensive capabilities + higher target profile
Recommended Roles:
EVO Repeater support
Possible use in scenarios
Unit Description
A dedicated support
REM, the Yáo Pú Panguling provide extended logistical support for prolonged operations where resupply is difficult, as well as aiding in the disruption of enemy battle plans. As such, compared to the other
REMs, it is more sturdy in build, making it somewhat more resilient to enemy fire, though at the cost of speed. Due to is higher target profile, a degree of caution is required when using them.
Weapon Configuration Analysis
- Minesweeper - Though having no ranged weapons itself, this variant is particularly useful against enemy Deployed Weapons, with a base 65% chance to convert those weapons to its side. It can also be used, ideally out of
LoS, to determine whether a deployed Camo marker is a Mine or an actual unit.
- EVO Repeater – The ultimate in Hacking support, this variant grants additional abilities for the Hacker on the field, making offensive Hacking somewhat easier assuming there are Repeaters available. Lacking any ranged weapons, it is best hidden away from enemy fire as much as possible.
- Total Reaction Combi-Rifle - While a more limited version of the Hù Sòng, this variant is more resilient in comparison, making it more likely to survive point blank attacks. Nevertheless, its use does require exposure to enemy fire, which will make it a very attractive target considering its value.
Tactical Analysis
Like the Yáo Kòng series, the main role of the Yáo Pú is that of a supporting one to the combat group, the main one of which is to increase the Retreat threshold, which can have tactical significance. This makes them a higher priority target for the enemy relative to its cost, and as such should be minimally exposed if at all possible, since even its increased
ARM does have its limits. It's utility and value are further enhanced in many scenarios as well.
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From
RR:
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