I've built 3 of the things so far. The first one was abit of a pain but once I had it figured out it wasn't bad. I am going to sound patronizing but Im saying it because It took me far far too long to figure out. But you know that the two torso pieces interleave right? In a sort of X pattern? Assuming that its an actual casting issue, you know you can get in touch with CB About poorly cast models and get replacements.
Mine took a little bending before they went together neatly, fortunately the metal is quite soft so it can be carefully bent by hand.
That's not the issue, I know how it's all supposed to fit together, it's just that there are some enormous gaps and things still don't fit as nicely as they should. I've already done enough hacking and tearing at the model that it's probably not something I could reasonably expect a replacement for either. Thankfully, my modelling skills tend to be good enough that I'm not exactly scared to give him some reposing and customizations.
it is definitly nice minature to paint but like i mentioned in one of the erliest posts - compared to other Super heavy Hi it weapon lodoust is bad - and im not talking about two blades ;)
More or less the same weapon options the Mowang enjoys. Then let's give that flavor of DTW to the Mowang too? And given the fact Daiyôkai got Mowang's NCO it would be completely fair giving Daiyôkai's Fatality 1 to Mowang, right?
There is a big Difference between Mowang and Daiyokai Mowang is in YJ and they got assortment of units equipped with long range weapons on light units on Medium units and on Heavy and super heavy - like Yan Hou same 54 p but Bs 14 and HRM so you can always hit a 24 inch range weapon on Mowang with mimetism as a counter attack unit when in JSA you got . Keisotsu HMG and sniper , then Ninja Sniper , HMG on O Yori , Hrl on Riuken ?(raiden :P) and on REM HMG , Tanko got ML o W8 Keisotsu do not Have a Sniper any caind , Daiyokai is in a faction constructed around skirmish and CQC in a game where you mostly shoot preferably at good ranges like aro with linked sniper vs inferior weapon with worst range bands so you need to start in your opponent face (all caind on Ninjas ) or got speed to get to a range bands - like bikers or got an some mods on you that helps got to the range bands - like ODD / mimetism And Daiyokai is missing all this components - yes he got an armour but 6 armour on 54 p unit is nothing new and usualy linked with some weapon that can provide a good range opossite roll like HMG or HRL or like Movang Mimetism or This Tooha unit with base 6-2 move (this is huge as you can get cautios movments and avoid all aro when closing in - if you get lucky on metachemistry 8-4 ) So if Dayokay is a "sentry" unit not designed to advence forward as it slow (Azrail is slower but cost less and get Ap HMG for 41p ) there is like missing template weapon and a 360 visor or Veteran or SSl2 ?? or Biosomthing - Vs impersonators or just stright Al Fasid mines - so it is not this beside "sentry" units tend to not cost so much, is Panzer faust a thing to help him advenc in active turn a Burst 1 weapon ?? or it is his Aro Wepon if yes it is disposable ammo 2 so again not exacly this but hey at lest 32 inches range band .. if he only got 6-2 move so you could get in 2 orders a 12 inches when shooting a PF .. other Conundrum is Shikami but as you can read here : https://forum.corvusbelli.com/threads/lakissovs-jsa-run-at-interplanetario.34753/ there is a way to play with him (but i think is is in 90% a specialist operative tag on him ;) ) O and there is a Kurakari Mk12 43p Total immunity Structure points so it is like a 2 lvl of unc and can be easy repair by engener (with reroll ) o and is a Fo so specialist and Size 2 so get ease covers and can easy hide completly ... so i feel like im missing a thing O !! i know they suck in CC in a game you shoot for 95% of time so big weknes on them XD in a faction wher all other units got superior CC and can just do as a help
Fun part is when he is competent in it when he never get to it ? and if he is, his opponent is a 24 CC MA4 with Mono filament or a Dcharges it is like bringing a knife to a gun fight with Missle lunchers and HMG, a good CC unit should have a means to get to CC at all - even Tarik as stiupid it would be to get to CC with him instade using his Burst 4 Spitfire with Fatality 2 got 6-4 movment Super jump and Stealth provided my MA1 o and Poison (it is like Dual wield with DE + shock ) so he can actualy go to CC .. it is like Giving Superior BS of 16 to a unit equiped only with Flash pulse and wip of 12 just to justyfy a overblown cost
So what you're saying is that only Oniwaban, Mushashi or Achilles is good enough at CC or maybe you're saying only those three units are strong enough to attempt to kill or lock down a Daiyokai with CC? Daiyokai is sufficiently good in melee and ranged combat with sufficient staying power that I find myself having to keep a decent distance from it with my Zuyong once my means of attacking the Daiyokai from distance is gone. I think you're forgetting what a decent level of CC does to enemy movement decisions, because the Daiyokai absolutely has decent enough CC for serious damage if opportunity presents itself - with 66% chance of hurting a Zuyong and over 30% chance of taking both wounds compared with just 57% of wounding a Zuyong using the Red Fury and that's assuming you can catch the Zuyong without cover and have two Domaru for extra burst. Even in good rangebands you don't get quite as high chances as CC. That's a massive deterrent and heavy influencer.
It is the Mowang that is a wet paper bag in CC, so when trying to take the Mowang's stuff I'm wondering when you also take the melee incompetency and the 2 SWC cost on Red Fury. I'm serious when I say I consider the Daiyokai to be the better point for point of the two now that it has NCO. Only thing missing is an LT2 that doesn't want to hog LT orders for themselves.
I would absolutely trade the CC skills and Fatality for Mimetism. Doesn't matter how hard I hit when I can't hit things in the first place.
I'd argue that this is entirely an issue with the internal balance of JSA than it is with the Daiyokai's actual design. I'd greatly prefer the Daiyokai over the Mowang in Invincible Army because it fills roles that the Mowang has proven incapable of filling (to put it in the most simple terms, Mowang is a night ambush unit without Stealth...), but the Mowang will have a mook or two that is capable of laying down covering fire. I'd also argue that I don't see a good use for the Mowang in JSA, it doesn't fill any role that's not already present.
Beefy piece that can actually win a gunfight sometimes? JSA's only other option there is the O-Yoroi.