As the title says, I'm curious how you guys have been dealing with MSV2 snipers. Obviously the linked Kamau is particularly obnoxious if there's a sniper tower available for them with good sight lines on the table but there's a lot of other options who can be almost as troublesome. It feels like - on paper - you need to be ready to commit most of your first turn to flanking with an infiltration piece and look to trade them, or just accept that your opponent is going to dominate that fireline. Back when I could regularly play (in N3) I used to take a TR bot and try to outdice with marksmanship and shock, but without shock it feels like that's going to be a lot less reliable - it can still be a big investment of orders and they'll probably just get right back up. What awesome strategies am I missing?
- Tanko Missile Launcher. - Infiltrated Oniwaban with Boarding Shotgun. - The middle finger together with: 死ね、くそ野郎! - Ryuken-9 HRL. - Shoot the other guy in the link team. - Tanko Missile Launcher redux.
My general gotos: - several models in coordinated order - link sniper can only shoot one of them - TAG or other model which can take hit, and try some more. - my own core link with either sniper or HMG - drop drop/impersinator/infiltrating models which can take down 1-2 of the cheap guys in enemy core teams. - some tricks like albido, eclipse grenades, white noise to get closer
Small point, but against the Kamau and Haidao the loss of Shock didn't actually change anything because they are/were Shock Immune.
Generally speaking, anything with a burst of 4+ that you can get within the +3 range band will be good against a non-linked sniper. That leaves the linked snipers. Extrapolating from other factions; use an O-Yoroi face to face the sniper using superior burst and ARM until you can get to a position where you can shoot the fireteam members. Also remember that O-Yoroi is the only TAG with Stealth. Yojimbo or O-Yoroi that can find a path to sneak up to within 16" of the sniper can also stick down a Koala to force a bad decision on it. Just keep in mind that Yojimbo needs to dismount in order to Cautious Move. Tanko are cheap. Not that you'd typically build a list like that in JSA, but it's the highest BS, highest ARM, and highest wound unit with a 32" rangeband below 20 points in the game. Together with a single Karakuri it's a CT, 90 to 100 points and 0 SWC. Worth it just to clear the übersniper if your opponent is playing one of the three factions that have them? I have a feeling that depends on whether you can design a decent list for the mission with the remaining ~205/6.
I really like the Tanko link team, but I doubt that it will survive enough hits, before the dice will eventually fall in their favor. I think the O-Yoroi has a much better chance to take out an opponent sniper with brute force. Unfortunately I don't think there is a reliable order efficient way to take out an MSV sniper for JSA.
I've found that the O-Yoroi is a crucial piece in JSA for me, just for being a durable BS 14 HMG platform alone to contest that kind of shenanigans. If your long range options are lacking as they are in JSA, a TAG is a godsend.
I think the theory with Tankos and/or Karakuri is that you can do a Co-order with their panzerfausts/blitzens/missile launcher/flammenspeer then reform the Fireteam.
How about moving three Flammenspeer Tankos in a Coordinated Order and focus-firing the main ARO model? The weapon is just dangerous enough to burn down even a multi-wound sniper and Tankos are crazy cheap right now, so moving them the say way you would move a Daylami Panzerfaust may be worth a shot.
Any flavour of Tanko is going to make them unhappy, either AP+EXP, Continuous Damage Template, or E/M2 forcing them out the Fireteam (and IMM-ing a Haidao). Karakuri in a Co-order are also fun as they swapped their DEPs for Fausts in N4 and ignore the AP/DA ammo of most MSV2 snipers.
Thanks all! I love the Tanko idea. I always forget about using coordinated orders offensively like that for some reason; definitely feels like something I'll have to try next time I run up against it. Tankos look like they've got a pretty compelling spot in most lists anyway.
Back in the day, Karakuri wad a very good can opener even against linked snipers like Kamau. You simply move them up, keep shooting that trustworthy MK12, and shrugging off bullets with your total immunity and effective Armour 6/9 in cover. It worked surprisingly well.
I know it's expensive but a Coordinated order of Karakuri Panzerfausts. Pretty much guaranteed to make anything that isnt mimetism 6 plus high ARM dead in one to two Coordinated Orders. And you have enough points left over for Kitsune if their is an Avatar on the table. The thing I like about the Karakuri is you don't have to struggle to get all of them able to see their target because you can rotate them all at the same corner or spot on a rooftop and not worry about a missile fucking them up because of their total immunity. Likewise a linked Sniper, Fb, or RL will struggle to put wounds on a Karakuri as well and like I said if it aint Swiss or Avatar level, it's pretty much dead in 1 Order. Feel free to include Oda or the Ryuken 9 Rocket Launcher in that Coordinated Order for a 70% instakill on something like an Orc. I'm actually really excited about this sort of thing. JSA is loaded up the ass Dispoables on good effective units.