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JSA order count

Discussion in 'Japanese Secessionist Army' started by daszul, Jan 11, 2019.

  1. daszul

    daszul Well-Known Member

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    How many orders do you usually have with JSA?
    -or-
    What do you aim for, and where do you usually end up?

    Somehow I feel like I always end up with just one combat group,
    as a second with just two orders seems like a waste most of the time.
     
  2. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    I never take less than 13. By the time I have the 9 units I take in basically every JSA list (Keisotsu link, 2 Ryuken, Yojimbo, Saito), I sit at about 180-190 points, and by the time I pad it out to 300 I have at least 14 orders (including irregular.)

    A second group with 2 orders is better than no group at all. That's still two slots that can be refilled in your first group via command token, that's enough orders for a ninja to touch a button and then to recamo, etc.
     
  3. Paradur

    Paradur Fukurô Keibi
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    Hmm depends on what I run.. right now I'm pretty satisfied with 10 orders running domaru tanko fireteam.. generally pretty solid.. I have also made 14 orders versions of it, but that was before uprising.. if I dont rund them I usually put myself around 14 orders..
     
  4. grampyseer

    grampyseer User of the "ignore" button
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    I’m often running 11-12.

    I don’t find getting scalped 2 orders in the first tuen to be a problem.


    Sent from my iPhone using Tapatalk
     
  5. Káosz Brigodéros

    Káosz Brigodéros Vanguard, Inc.

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    Generally I go for main & chaff, that is a full 10-order main group, and a secound group consisting of 3-5 orders. The first group does the heavy lifting, the second one is support (engineering/doctoring, reserves to move into G1 to replace fallen troopers)
    My base JSA list consist of a 10-order G1 and a 3-order G2 (the Major, a Lu Duan, a Tokusetsu engineer and a Ninja in hidden deployment). I should beef the secound group up to 5 order (dropping the Lu Duan and adding order monkeys) but will not do for style reasons (I need a motor gang).
     
  6. daszul

    daszul Well-Known Member

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    Hm, thanks for the replies.

    I often end up with 2 orders in the second group,
    and with an irregular in group one
    that will usually leave me with no more than 7 orders in turn one for the "heavy lifting".

    If you compare that to IA...

    But well, seems like my list building is flawed.
     
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  7. grampyseer

    grampyseer User of the "ignore" button
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    I’m not convinced that 7 regular orders on turn 1 is flawed.

    It means that you need a very clear plan for what you want to accomplish.


    Sent from my iPhone using Tapatalk
     
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  8. Section9

    Section9 Well-Known Member

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    Agree with @grampyseer , 7-8 orders on Turn 1 isn't terrible, but it does require a very solid plan. If your Irregular trooper is something that you'd spend one order on every turn anyway (like Hunzakuts or Yojimbo), that's not really a downside.

    But I do consider 8 orders (even if 1 is a guaranteed-use Irregular like Hunzakuts or Yojimbo) the absolute floor for a primary combat group.
     
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  9. clever handle

    clever handle Well-Known Member

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    I find that my go to list is very comfortable at 14-15 orders (two of those in hidden deploy), based around a keisotsu core w/ Ryuken spam.... I've had great success doing a few LI style lists based around the DoTanko core (Neko) and either a Karakuri Haris or some Shinobu support. That being said, with the release of 3rd Offensive I find the JSA HI LI lists to be VERY lackluster compared to what is out there now - when IA can do a 14 order LI list with better shooting and better guns I wonder what value all that martial arts is truly bringing to the table.

    Due to JSA's relatively horrible long range shooting I do struggle to feel that I've built a "complete" LI list (shocking, I know). I feel that I either have the points to include the necessary weapons to cover range bands & scenarios, but then I don't have relevant specialist support, or I find that I'm down 8-15 points with no options to increase costs, forcing me to either completely change the list's dynamic by changing "key" selections, or transition into the dreaded 11-12 order range=(

    it doesn't help that half the players in my city seem to think that an appropriate table requires you to spend 2-3 orders to move between pieces of total cover, or think that having a clock tower smack in the middle of one DZ surrounded by a sea of shipping containers makes for a good table ("they should be unbalanced!")
     
  10. Section9

    Section9 Well-Known Member

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    My go-to JSA LI list is Samurai 7:

    Samurai 7
    ──────────────────────────────────────────────────

    [​IMG]9 [​IMG]1 [​IMG]4
    OYAMA Lieutenant Chain Rifle, E/M Grenades / Breaker Pistol, AP CCW, EXP CCW. (0 | 28)
    DOMARU Spitfire / Pistol, E/M CCW, Shock CC Weapon. (2 | 39)
    TANKŌ Missile Launcher / Pistol, Monofilament CC Weapon, Shock CC Weapon. (1.5 | 32)
    TANKŌ Flammenspeer, Contender / Pistol, Monofilament CC Weapon, Shock CC Weapon. (0 | 23)
    TANKŌ Blitzen, Submachine Gun / Pistol, Monofilament CC Weapon, Shock CC Weapon. (0 | 23)
    O-YOROI AP HMG + Heavy Flamethrower, CrazyKoalas / EXP CCW. (2 | 86)
    YOJIMBO Contender, Nanopulser, Smoke Grenades, CrazyKoalas (2) / Pistol, DA CCW. (0 | 21)
    KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17)
    TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)
    TOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (0 | 14)
    YÁOZĂO Electric Pulse. (0 | 3)

    6 SWC | 300 Points

    Open in Infinity Army

    Very beatstick and in-your-face, you need to hold your three squishy villagers back while the Samurai go to work clearing the bandits out of the town.


    That's explicitly against the terrain instructions from N2. You shouldn't have more than about 6" between pieces of terrain.
     
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  11. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    Remember that there's no requirement that you take a Fireteam:Core or even a Haris. JSA is one of the few sectorials with the proper AVA to play solid lists without relying on a fireteam.
     
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  12. clever handle

    clever handle Well-Known Member

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    Unfortunately there is no such guidance in N3 and most of us weren't around for N2 (I was briefly). It's funny how the guys with MSV2 snipers falling out the wazoo love the open tables ("just use your movement skills and smoke to get around" ....)

    Those of us who know better simply veto certain tables - and I provide some less than gentle ribbing when I see an experienced player setup a stadium to play in

    I'm not a fan of tags in general, I would want to try and fit one TO model, not even necessarily an oniwaban, just to have something hidden I can use to change the direction of my opponents focus. If I spend 3 orders moving a TO marker to hang out near your cheerleaders you're probably going to have to divert resources to head off that threat - you may not know if it is a BSG oniwaban, or just a lame ninja with tactical bow. I find that without being able to attack from an unexpected vector it can be easy to hem in a LI list if you can't take the initiative early
     
  13. geo67

    geo67 Well-Known Member

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    Love this list.
     
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  14. Section9

    Section9 Well-Known Member

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    It is an awful lot of fun. It's also a lot better for killy missions than for button-pushing (even though it does have 4 specialists, they're really squishy).


    Had one game with it last about half a turn as it blew the other guy off the table in ARO. He set up the table more like a GW table, not Infinity. We tried to tell him, he didn't want to add any more terrain. He also kept trying to use the Kill Team cover concept (anything between you and the target is cover) and not the Infinity one.

    Another game lasted about 1.5 turns against morats. That guy likes to turtle, but I got both the link and the TAG into solid midfield spots and spent the rest of the game blasting every Morat I could see.


    I built an even scarier version of all the links:
    All the Links!
    ──────────────────────────────────────────────────

    GROUP 1[​IMG] [​IMG] [​IMG]10 [​IMG]3
    OYAMA Lieutenant Chain Rifle, E/M Grenades / Breaker Pistol, AP CCW, EXP CCW. (0 | 28)
    DOMARU Spitfire / Pistol, E/M CCW, Shock CC Weapon. (2 | 39)
    TANKŌ Missile Launcher / Pistol, Monofilament CC Weapon, Shock CC Weapon. (1.5 | 32)
    TANKŌ Flammenspeer, Contender / Pistol, Monofilament CC Weapon, Shock CC Weapon. (0 | 23)
    TANKŌ Blitzen, Submachine Gun / Pistol, Monofilament CC Weapon, Shock CC Weapon. (0 | 23)
    KARAKURI (Fireteam: Haris) Combi Rifle, Chain Rifle, D.E.P. / Pistol, Knife. (0.5 | 36)
    KARAKURI Heavy Shotgun, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 35)
    KARAKURI Mk12, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 40)
    SHIKAMI Contender, Nimbus Grenades / Assault Pistol, DA CCW, AP CCW, Knife. (0 | 45)
    SHIKAMI Combi Rifle / Pistol, DA CCW, AP CCW, Knife. (0 | 47)

    GROUP 2[​IMG] [​IMG] [​IMG]3
    KEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 17)
    TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)
    YÁOZĂO Electric Pulse. (0 | 3)
    TOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (0 | 14)
    YÁOZĂO Electric Pulse. (0 | 3)

    4.5 SWC | 399 Points

    Open in Infinity Army

    Yes, 400pts and only 4.5 SWC(!).

    DoTankos go nuts and kill things while Karakuri and Shikami push buttons. Karakuri clear Objective Rooms like it's nothing, while the Shikami cover the outside objectives.
     
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