Hi ! I play PanO ("was a mistake"), and ALEPH ("only wants to help humanity"), but I've also acquired quite a bit of JSA. Now, I have read Section9's "Seven Samurai" list (https://forum.corvusbelli.com/threads/what-does-jsa-do-better-than-other-factions.23368/#post-104789) and I am wondering if this kind of Limited Insertion mostly HI/TAG list can compete with 14-16 orders lists? What's your take on this?
I’d say so. Everyone has a comfort spot where they like to play, and JSA seems to reward several of them. The samurai core seems viable, and you can even squeeze impetuous orders out of some very good bike units to round out to 10 orders. Likewise, an Oyori plus Keisotsu link still gives you lots of room for other toys. I’d say they can play the LI game well, although there’s some very strong arguments that 15 orders is a matter of JSA orthodoxy. Sent from my iPhone using Tapatalk
I like to play a LI list but my lists tend be low on samurai and have more ninjas in them. Rarely go without my Oniwaban and Saito. Xeno──────────────────────────────────────────────────10 1 KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (0 | 21) RYŪKEN (Forward Deployment L2, ODD) Submachine Gun, Antipersonnel Mines, D-Charges / 2 Breaker Pistols, Knife. (0.5 | 24) RYŪKEN (Forward Deployment L2, ODD) Submachine Gun, Antipersonnel Mines, D-Charges / 2 Breaker Pistols, Knife. (0.5 | 24) NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29) ONIWABAN Boarding Shotgun, Nanopulser / Pistol, Monofilament CCW. (0 | 41) SHINOBU Combi Rifle, Nanopulser, Smoke Grenades / Pistol, Monofilament CCW. (0.5 | 47) SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 40) KUROSHI RIDER Lieutenant Combi Rifle + Light Flamethrower / Breaker Pistol, AP + Shock CCW. (0 | 33) KEMPEI (Multispectral Visor L2) Shock Marksman Rifle / Pistol, CCW, Electric Pulse. (1 | 25) KEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14) 4 SWC | 298 PointsOpen in Infinity Army
I've been playing JSA for years. Every event I've taken them to post uprising (and pre uprising for that matter) sees me bring a 14-16 order list based around keisotsu, and a 10 order list based around our HI.
I should start off by saying that I am much more comfortable running a single combat group than multiple, even if the multiple groups might be better. So I tend to concentrate on making very solid 10-order lists. Samurai 7's trick is to hit HARD in active turn, but I usually leave the link and the TAG available to ARO. TAG AROs with a BS14 EXP shot, but the real ARO threat is the Samurai core team. Trick is to leave the AROs to only cover their +3 range. If you really need extra orders, you can break the link team and let the Tanko go Impetuous. Now that I've parsed that into a readable format (@-V- really needs to fix that glitch in Army Mobile!), that's an interesting list. Do you Hidden Deploy all 4 Ninjas?
Played the list yesterday versus a TAK Limited Insertion list sporting a Core link with a Veteran Kazak AG HMG. The odds were not in my favour: Active Player 67.33% Veteran Kazaks inflicts 1 or more wounds on Tankō Zensenbutai (1 W) 35.65% Veteran Kazaks inflicts 2 or more wounds on Tankō Zensenbutai (Unconscious) 13.14% Veteran Kazaks inflicts 3 or more wounds on Tankō Zensenbutai (Dead) Failures 19.77% Neither player succeeds Reactive Player 12.90% Tankō Zensenbutai inflicts 1 or more wounds on Veteran Kazaks (0 W) 9.11% Tankō Zensenbutai inflicts 2 or more wounds on Veteran Kazaks (Dead) He one-rounded my Tanko Missile launcher, and proceeded to utterly destroy my O-Yoroi. There is no EXP shot on the O-Yoroi, and starting turn one I couldn't put it on suppressive. He basically took his entire turn to move through the table, destroying everything unopposed. He flanked the O-Yoroi easily, shooting it from outside cover: Active Player 89.32% Veteran Kazaks inflicts 1 or more wounds on O-Yoroi Kidobutai (2 STR) 70.84% Veteran Kazaks inflicts 2 or more wounds on O-Yoroi Kidobutai (1 STR) 42.07% Veteran Kazaks inflicts 3 or more wounds on O-Yoroi Kidobutai (Unconscious) 15.99% Veteran Kazaks inflicts 4 or more wounds on O-Yoroi Kidobutai (Dead) Failures 6.62% Neither player succeeds Reactive Player 4.06% O-Yoroi Kidobutai inflicts 1 or more wounds on Veteran Kazaks (0 W) Gives you an idea of the onslaught. ;)