When they were first released, JSA armor systems were extremely unique cutting-edge tech. Most Heavy Infantry in the game were only 4-2 MOV, which meant they were pretty unpopular once upon a time. JSA though had all 4-4 infantry, which made them extremely playable. This was paired with some rules and weapon systems that were very unique at the time. The lore of that era was that Japanese R&D, funded by Yu Jing wealth, was a primary contributor to personal combat armor innovation. Obviously the landscape has changed quite a bit since then. 4-4 is the standard for Heavy Infantry now, and (after the Uprising) JSA is known to have a materiel shortage. They're being funded by PanO, but they no longer have the resources to continue to innovate their tech. For me, it's raised some interesting thematic questions about the Daiyokai, as well as the Heavy Infantry staples that have been around a while. The Daiyokai: The MULTI Marksman Rifle is, thematically, a very interesting weapon. I wonder how they're actually wielded? I wonder if they're incorporated into the armor (seems unlikely, given that the Daiyokai is more an R&D improvisation rather than a finished product) or if they're wielded in both hands like conventional weapons. Is the panzerfaust miniaturized and integrated into the armor, like the old shoulder-mounted Blitzen design? I love that the Daiyokai got the MULTI Marksman, but I'm surprised they didn't get the Mk12 instead. Perhaps to help differentiate it from the Karakuri, and to help imply the PanO connection? And we know the Red Fury and Marksman Rifle are infantry weapon systems, and presumably Fatality is provided to them not because of the Daiyokai's lethal precision (a la Tariq's Fatality) but because they're firing physically larger rounds (a la TAG Fatality L1.) Who is manufacturing these larger weapons? Is PanO making larger weapon systems specifically for this project, or are smaller infantry firearms somehow being modified for use on this larger armor chassis? Similarly, we know the Daiyokai is only CC20, but is there also a lore rationaliziation for this? Is the Daiyokai only CC20 because of limitations in the armor? Or is the pilot/operator somehow less skilled at Martial Arts? It certainly looks physically stronger than the other armor used by JSA, so why only PH14? Is this because the bulky size makes Dodging more difficult and offsets some of the precision allowed by lighter armor systems, or is it purely for game balance? If it's for balance, what's so bad about PH15 that they couldn't justify giving it to a huge TAG-style HI choice? Does the BS13 imply better fire control than basic Domaru armor, or is the armor given to pilots who are specifically better trained marksman? Not really important, but I'm thematically curious about the Daiyokai since we don't really know that much about it. Domaru armor always seemed BS12 because it did away fire control software in exchange for increased reflexes and augmented Strength (PH14, Kinematika L2, and it used to be one of the few 4-4 MOV armor systems in the game.) Tanko armor gives up a level of Kinematika in exchange for +1 BS, with the lower CC being explained that these are younger, less experienced warriors. The rationalization used to be that Haramaki are better shots because most of them were Aristos, and that level of 1-shot showmanship was a martial tool that they actively developed over their Domaru comrades. Obviously the Aristo rationalization is severed, plus they're salvaged armor that no longer has integrated weapon systems... So why are Tanko still such good shots? JSA in general, and especially Tanko and Domaru, highlight E/M as a very well developed technological breakthrough for JSA. Losing the very cool shoulder-mounted launchers on the Haramaki miniatures is a tough hit (I love that design) but it's understandable that Tanko don't have the same resources as the Haramaki did. I'm glad that JSA continues to make heavy use of E/M (no e/mauler or e/marat though!) The Karakuri are something of a technological marvel, since they manage to incorporate many weapons systems, above-average BTS, and the extreme resilience of Total Immunity, all crammed into a fairly petite frame. They're not an armor system exactly, but it's easy to see how their tech ties in neatly with other JSA innovations. I always imagined them as prototypes being field-tested, rather than an organized regiment or anything like that. We may never know, now that JSA has been released as an NA2 army and may not receive any updates in the future. On the whole, I like the grittiness of JSA taking the risk of seceding, but it's kind of a shame that this defeats their idea of high-tech breakthroughs in armor or weapon design. It would have been cool to see the Daiyokai's development continue, and eventually get released as a fully-developed battle system. The E/M angle could have been explored heavily too (the missing E/M options mentioned above would have been great on a Ryuken-9 or ninja profile with a saboteur or cube assassin theme, since E/M ammo is known to damage cubes.) So here's the question: Of all the aforementioned notions with JSA tech and Heavy Armor, what would you like to see developed in the future? Profiles that are missing? Missed opportunities? Things you really like? If JSA received a blank check to continue their high-level R&D, what would you want this to look like in terms of both lore and tabletop rules?
Nice write up! In my mind the Daiyokai armor system sacrifices mobility and maneuverability for a better targeting system and ways to reduce the recoil on weapons. I like the idea of the miniaturized panzerfaust - as that makes the most sense, but it seems to be the direction CB is moving away from. I hope it is still miniaturized, either being shoulder or chest mounted, both profiles have it so it doesn't seem to be incorporated in with the weapon, like the Tanko's. As for the Karakuri, A lot of people thought we would lose them - as they were a secret project designed by YJ to spy on JSA insurrection. From my understanding, they were top of the line technologically, so I'm surprised they didn't go down in AVA to represent the fact that JSA doesn't actually have the means to make them anymore. I think our heavy armor is in a good place right now overall. We have something that can fulfill all of our niches that we need with obvious holes that fit in thematically (like lack of an HMG HI). I'd like to see something very quick, maybe something with 6-4 MOV. Or maybe a decent Infowar specialist. something with regular Camo perhaps? It's tough to not be redundant when everything has 20+ CC and MA.
I'd like a suppression platform that could perform the 'cover' role we see currently handled by our named characters. Laying down smoke or white noise at range, and maybe with neurocinetics. Basically something to give us a 'non stealth' angle on pushing the samurai teams forward. In that line, I sort of envision a modification of the Daiyokai (Which is, I think, pulled from the Yan Huo) which mounts 2 combi rifles and a smoke grenade/nimbus grenade launcher with neurocinetics. Otherwise, I'd rather see a shrine maiden unit - which could be an interesting direction to further develop Karakuri as infowar bots, or just in general?
Tanko may not be Aristos as Haramaki were, but there are plenty of Haramaki veterans folded into the unit and they would almost certainly define the martial practices of the unit. Also, I think these commoner samurai do not have the same aversion to gunplay of their Domaru leaders, so their higher BS could simply result from having a gun range in their dojo. For the future, I'd be curious about the intended design of project Kikuchiyo being realized. The Daiyokai seems so powerful already, so what was it missing? Higher ARM/BTS? Higher CC/PH/MA values? Something else entirely?
For all the things I want for JSA a lot of them just don't make sense for their design. Skilled Sniper Assassin, HMG HI, There are some obvious quality of life improvements to get rid of some annoying edges I'd like to have. Smoke for Oniwaban to get rid of their unneccessary stiff competition with Saito and Shinobu. Any improvemnt at all for the Daiyokai - Fireteam Core with Domaru, MA3, Frenzy, DTW, doesn't matter. Resculpt too. Another skilled JSA Hacker - let's just admit it should be a Ryouken (#notmyMajor) - we have the Ninja and Aragoto who do other things pretty well and happen to be Killer Hackers while they're at it. I'd love to have a Profile that actually wants to hack. Pure Hackers are currently not very feasible, so it'll probably need some secondary toolkit functionality as well. Finally I want something that screams JSA technology. In between cutting edge weapons, CC oriented armours, TO suits and most high tech solutions in existence their new stuff should be cutting edge instead of something like the Daiyokai. Personally I'd kill to see something completely crazy like a MSV3 CC troop.
There would be literally no reason to take Shinobu then. I think Saito also introduces a huge design problem now that we have the Specialist Operative profile -- there's literally no reason to take a Ninja over him 4 out of 5 times. Core would be really cool. One player near me expected he would Duo or Haris with Shikami, which would be super awesome (Hat Haris). MA3 would be highly welcome (and only costs like a point.) I think a funky perimeter weapon setup would be cool, something like 1 Koala + 1 MadTrap, but that would be incredibly strong. I would also like if it had Structure instead of Wounds. I like the idea of the Ryuken having AVA3 (or even being nerfed to 2) but getting 1-2 more awesome profiles for it. Would be interesting to have units really competing for slots. I think camo+infilitration+Hacking Device Plus would be a stupidly good combination for White Noise (a place where JSA is still kind of weak.)
Well, my Daiyokai Haris has never failed to impress - I don't think there is anything wrong with him. That said - I wouldn't mind seeing some better support options, though I'd personally prefer either a keisotsu linkable unit with smoke/nimbus grenades or some more reactive units. In one of my games at the event today a Sin-Eater got set up and I couldn't budge it with anything.
That's honestly my guess. Given the rest of JSA armor, I'm actually thinking bulk. I bet that the intended Kikuchiyo armor was only the size of a Hac Tao, with Domaru CC capability. Killer Hacker. Yeah, Camo+Infiltration+HDplus (or better yet, TO camo) would be a nice addition. Though did y'all notice that the Ryuken models are both cybernetic bodies? Batou has the ribbed cybermuscle on his neck. So technically, I think that Boma would be the only addition there, and Boma is either heavy weapons, combat engineer, or hacker. And he's only a hacker in the office, not in the field.
Combat engineer would be my first pick for him as he is an explosive specialist. If you make him heavy weapons then you are just doing a model swap with Batou.
Call me old-fashioned (having played in editions of Warhammer 40k that required opponent's consent to field named characters) but I don't think you should ever be looking at profiles with the "But why would I take [x] character over this standard profile?" - Named chars should provide a slight twist on the standard options, but should *not* be no brainer options. For Kitsune/Saito to show up in every covert mission that ever happens for all of time... Is pretty derp.
They could also throw us all a curve ball and go with Maven, one of the Members of Section 9 from the now defunct First Assault Online. Spoiler: Maven Because nanoscreens are cool. (Despite almost never showing up in the Human Sphere)
I guess I just rarely found myself bringing the killer hacker to actually killer hack things. Part of it is that our meta has shifted away from assault hackers, but also I feel like I am better off just killing them than hacking them to death, generally. We don't have a lot of people playing pitchers so it's not like firewall mods are important to begin with. In most cases, I pack a regular hacker, fairy dust, and don't even worry about hackers. It's something like an average of 3 orders to Isolate a fairy-dusted Domaru, and if you're using three orders to isolate a 25 point unit (and not even remove it) then I'm pretty happy. There's still some missions where I think they're great (Supplies, for example), but Saito is just super good.
Good point, though my idea was a different "standard issue big gun" than the HRL. HMG, maybe ML. Agreed. I mean, I know that PanO is supplying a lot of the military weapons for DaiNippon, but Smoke grenades are so easy to make that they are civilian-legal in the US! (no explosives inside) No, not tear gas grenades, not White Phosphorous smoke, I just mean basic colored smoke like an oversized firework. I take a killer hacker to protect an assault hacker, if I'm taking the assault hacker. There's enough pitcher/repeater coverage in my meta to require the protection. But yeah, I agree that Saito is probably too good. A character should not be a no-brainer choice. Back when Ko Dali was a YJ troop, she had an MSV1, +1BS, and +1PH over a standard Tiger, plus TacJump. (yes, a YJ model with BS14 and MSV1!) I took her about half the time for BS14 MSV1 (as the non-sniper version of Saito), and I never did drop the 4 tigers into your DZ before Paradiso took Ko Dali away. Basic Ninjas really need smoke, since I see smoke as Saito's big advantage over a Ninja. Yes, he's got an EXP CCW, but that's really situational. The fact that he can drop smoke at his feet and then re-camo is a very useful ability.
I'd sort of rather smoke go on a different unit, otherwise we are forced into running multiple ninjas even more than before. I kind of like playing a samurai+ashigaru style list, so having some non ninja utility tools would be neat. That's why I'd like a S5 support platform that could lob long range eclipse/nimbus/smoke/something and maybe just have a HGL or neurocinetics HMG. Something like that, dunno.
The thing with characters, unfortunately, is that CB doesn't share the sentiment that characters should be rare. Look at Saito appearing in multiple Sectorials, the general list of mercs, and even a Svalarheima closed battle list... The dude's everywhere, and that's because CB feels his profile is relevant and valuable in a lot of different situations. While Shinobu and "Neko" Oyama are indeed just slight variants of their parent unit profile, Saito is a massive upgrade over a regular ninja and is better in many regards than Oniwaban or Shinobu because of that EXP CCW, Combi Range, smoke, Specialist, etc. He's really in a league of his own, and I do agree he's damaged the internal balance of the Sectorial. The Ninja KHD is fine and useful, but analyzed in a vacuum, it's not a good unit. It's gunfighting presence is basically dependent on a hope-and-a-prayer with a BS11, Burst 1 ranged weapon. If it helps, I highly recommend creating variant identities for JSA's named characters. I did that with Yojimbo; I like CB's Mifune sculpt, but he never really felt at home in my force. By converting a fun unique miniature and assigning her a unique backstory, she feels more integrated into the look and background of my army, and now I have more fun using Yojimbo on the tabletop.