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JSA Gut Check

Discussion in 'Japanese Secessionist Army' started by MikeTheScrivener, Apr 5, 2019.

  1. MikeTheScrivener

    MikeTheScrivener O-12 Peace Kepper

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    Hello my fellow Daimyos!

    long time JSA player – admittedly I've taken a sizable break from the rising sun to play with shiny, new, blue PanO toys, but the time has come that I sail home east.

    I've seen in other threads that many have been saying they don't feel that JSA is up to par anymore, recent updates or changes have left them behind in terms of power. I feel as though this is misguided.
    Looking at the most recent updates, Daedalus' Fall, we've seen the introduction of Ramah and the Shasvasti rework. Both armies rely on expensive, usually single wound/NWI troops with low armor and a powerful weapon. They almost always have a negative mod or movement ability to help get them where they need to go. They also pack very little in terms of HMG power, favoring the spitfire range band instead. In my opinion, these armies are a symptom of where the game is headed, and has been for a while. CB is trying to push the single combat group on us, with skills like NCO and LT2, they want each and every one of our orders to count. CoC is becoming more prevalent, so that hyper aggressive LT is a viable option now. Troopers that move faster and live longer are becoming less list dominating so that single combat group actually looks like a functional team instead of a HI link and a bunch of 8 point flash pulses. This same trend is seen in the NCA update as well as the QK update – though their cake is in the form of mixed links instead of new profiles. Because there will be less models across from you on the board, they will naturally have a less defensive play style – instead focusing on moving up hyper aggressive link teams/specialists to push buttons and clear enemies.

    Fisherman's Proverb:

    "Do not throw a net expecting to catch a fish – let the fish come to the net" – Unknown

    Ninjas, Oniwaban, Ryuken-9, all of these units become stronger with a shift in the meta. With more aggressive link teams playing in the mid-board these days, by nature our scalpel pieces become stronger. The hurdle comes from burning your opponent's orders to a point where their link team is stranded where you want them to be, and choosing which team members to eliminate first. Ryuken's mines, Keisotsu missiles, and Tanko can all look like target's for your opponent. Either something they want to shoot or avoid, you can try and read your opponent and bait them into the part of the board where you've placed your ninja. Even if you lose your exposed Keisotsu or a wound on that Tanko, it will be worth it if your opponent exposes them to your ninja when the turn flips.

    A lot of people look down on the lowly ninja, usually tossing him aside for Saito or Kitsune. At only 26 points this guy can almost always punch above his weight. Given enough orders she can kill pretty much anything, even TAGs. Though she lacks smoke, you just have to play her intelligently, approach from behind when you can, leverage your marker state to flank an enemy, force guts on an opponent who you know will claim total cover, and then strike! ODD, Mimetism, all these skills your opponent pays premium for. invalidate them. don't let them use them. Don't play their game, force them to play yours. Even if you don't bring a ninja, make your opponent turn around during deployment – the greatest threat is the one that was never there at all.

    General's Rule of War:

    "Understand your troops. Their limitations, their strengths. Study yourself, because the enemy will" – General Namakura

    One of the biggest issues I see with new players trying to play JSA is that they try to force a shoe that doesn't fit. JSA is THE CC faction. You're selling yourself short if you're not using it. Other factions have CC specialists but no one can field them with frequency or efficacy as JSA can. Your Domaru want to get close, let them. Only use the spitfire to force guts and close in. JSA is totally unique in this way – they want to leverage an ability only other choice units in other factions have. In today's meta, it's easier for me to decide what I should be CCing and what I should be shooting. CC can be terrible order inefficient at times, and others it's easily the best and fastest way to go. If your opponent is paying points for mimetism, ODD, Camo, Fatality, Full Auto, BS15 – CC them. You will win and spending the orders doing that will always be better than trying to outshoot them. You've paid points for these skills, use them.

    With the increase of NWI troopers, CC is becomes more order efficient in many ways. It's our main source of alternate ammo types – usually DA, or shock where it's applicable. The Mono weapons on the Tanko also become a lot more useful as we see, heartier, more expensive troops hit the table *cough IA cough*.

    Castle Builder's Law:

    "If the enemy cannot move you, they cannot advance, if they cannot advance, they cannot possibly hope to win" – Yoichi Takahashi, Defense Engineer

    It's been talked about before, but I want to give a special shout out to the Karakuri! These gals are probably the biggest winner from the Total Immunity changes. Effectively going from ARM 3 –> ARM 6, ignoring E/M, and almost always ensuring they hit that dogged, these femme-bots are a force to be reckoned. A haris with two and a Domaru is my new go-to when I list build. They're decent shots, pack weapons for all range bands, and are durable specialists. What more could you ask for?

    Japanese Secessionist Army
    ──────────────────────────────────────────────────

    [​IMG]3
    KARAKURI Mk12, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 43)
    KARAKURI Heavy Shotgun, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 38)
    DOMARU (Fireteam: Haris) Chain Rifle, E/M Grenades / Pistol, E/M CCW, Shock CC Weapon. (0.5 | 27)

    0.5 SWC | 108 Points

    Open in Infinity Army

    This packs 8 wounds, can gunfight out to 24, CC with the best of them, can push buttons, and is near unmovable in ARO within 8 in cover. I would feel perfectly comfortable sticking my Mk12 on a flank towards the middle of the board in cover to ARO. These guys are so incredibly tough TAGs wish they had their pure resilience. These guys are really great for resisting all the Viral that's being thrown around these days. We lost Saito specialist, but we gained greater resolution elsewhere.


    Overall I feel as though JSA isn't really in a and place right now. In fact – the meta seems to be shifting in our favor if you ask me. I have an upcoming tournament in which Armor and Engineering deck are both missions. Objective buildings are great for swords. Here's the list I'm going to run:

    Deal with this I guess
    ──────────────────────────────────────────────────

    [​IMG]10 [​IMG]3
    KARAKURI Heavy Shotgun, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 38)
    KARAKURI Mk12, Chain Rifle, D.E.P. / Pistol, Knife. (0 | 43)
    DOMARU (Fireteam: Haris) Chain Rifle, E/M Grenades / Pistol, E/M CCW, Shock CC Weapon. (0.5 | 27)
    TANKŌ Missile Launcher / Pistol, Monofilament CC Weapon, Shock CC Weapon. (1.5 | 32)
    TANKŌ Blitzen, Light Shotgun / Pistol, Monofilament CC Weapon, Shock CC Weapon. (0 | 23)
    TANKŌ Blitzen, Submachine Gun / Pistol, Monofilament CC Weapon, Shock CC Weapon. (0 | 23)
    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)
    TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14)
    YÁOZĂO Electric Pulse. (0 | 3)
    YÁOZĂO Electric Pulse. (0 | 3)
    KEMPEI (Multispectral Visor L2) Shock Marksman Rifle / Pistol, CCW, Electric Pulse. (1 | 25)

    5 SWC | 298 Points

    Open in Infinity Army

    Sporting a total of 20 wounds on the table, decent specialist game, decent gunfighters, great CC.

    I'm really interested to see how you guys feel about how the game is changing for us and what you're running these days!
     
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  2. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    I want to break a few of your points out and respond to them individually because I think you deserve a complete answer as to some of the points you bring up, and reasons for why those points don't apply to JSA.

    I'm not entirely sure what you mean by lacking HMG power, Dashat, Foreign Co, OSS, and TAK all have strong, linkable HMGs.

    The problem here isn't just about HMGs either. It's about the tools to get yourself into the most effective range for your heavy weapons.The problem with this in JSA is that all of those armies bring ways to either forward deploy their spitfires or ways to easily move them up. If you look at Spiral Corps, for example, the piece most people expect it to do the most shooting with is a Draal, who starts with FD2. Ramah has a smoke LGL on its line troop, and its strongest shooting pieces have enhanced mobility (6-2 or 6-4) and mobility skills (FD1 or Super-Jump) that open vectors of attack that would otherwise be unavailable.

    If this is what CB is trying to do, they're doing an awful job of it. All of those skills just do even more in 13-15 order lists. An IA list with 14 orders in one combat group is nice, but is incredibly weak to losses, especially of key pieces like Tai Sheng (who provides basically 3 orders). The Tac Aware HMG has a giant target on his back both as a SWC piece and a piece providing 2 orders. I would rather have a 14 order list that provides 17 orders than a 10 order list that provides 13-14.

    I think this is straight up wrong? Troopers that live longer are becoming even more dominating since CB seems to be handing out 6-2 MOV and NWI + Shock/Bio/Total Immunity like candy. Both the Mukhtar and the Namurr have both of these, the Draal is 6-2 with Symbiont Armor, etc.


    Re ninjas:

    If you're arguing for a 10 order list, you're contradicting yourself by arguing from an order count. Yes, CC is highly effective once you are there. The problem is getting there without the order economy that an army like CHA has. It doesn't matter that your ninja can kill any 2W piece in CC in 4 orders of stabbing if it takes you 3 orders to get there and not eat their nanopulser/flamethrower or whatever, since that's using 7 of your 10 precious orders.

    If JSA is to be a close-ranged focused sectorial, it either needs tools to get itself into those ranges, or the order economy to deal with its limited tools to get into those ranges, and currently it has a lukewarm number of tools unless you're an Oniwaban, and certainly doesn't have the order economy necessary. I struggle to get more than 14 orders in JSA and have enough tools to do the mission.

    Re the list in question:

    Nothing has been so meta defining as the Kamau sniper link, how does your list approach that problem? You can't outshoot it, and even if you get close enough to be in Spitfire/Mk12 range you're stilling eat a B2 Mimetism ARO at BS16. Even a linked Dakini MSR gives you some serious problems if it has been hack-buffed or given Jumper Z. I don't want to make this sound bullshitty, but any reasonably strong linked sniper can keep you pinned down in your DZ without any of the tools afforded to you (Saito) or afforded to other armies (FD, Eclipse, Strategic Deployment).
     
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  3. MikeTheScrivener

    MikeTheScrivener O-12 Peace Kepper

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    You're right, but my point was specifically citing Ramah and Shas – who both lack anything near as effective as anything you've listed above. I would also disagree that Foreign and Dashat have particularly strong HMGs.

    outside of the meme "I have 17 orders and 10 guys" terrible lists I really do think LI is being pushed. Hyper expensive units we once thought were trash are actually being used now – see the Asura, see MO, see all of the Heavy Infantry mixed links being given out. Make lists with Shas and Ramah, non LI insertion lists usually hit that 12-13 order barrier where you're caught with a second group that can functionally do nothing outside of ARO.

    You're mis-interpreting the point. A year ago if you wanted to play Limited Insertion with a 2W link team you were pretty much limited to 5 Mobile Brigada or 5 Janniseries, or something of the like. Because they soaked up 200 of your points, the rest of your list was usually crap. They dominated your list. They were boring, and frankly they were bad.
    If I look at the three units you've mentioned, they all have their place in a list, in a link team, that feels a lot more functional than that brigade team. They no longer dominate and dictate how I fill out the rest of my combat group. and in turn, people are more inclined to take them because of this.

    By no means am I saying JSA is better fit for LI. In fact, quite the opposite – I'm simply making the argument that a shift towards more elite, tougher troops favors JSA. The ninja can take down a line troop just as easily as he can take down tougher, shooting focused heavy infantry. I'm not here to give you in-depth tactics on how to get into CC or how I use the ninja, I'm simply analyzing the meta shift and stating why I think it favors JSA.

    Once again, I didn't write this to discuss basic tactics or deployment, but to expand, I plan on using this list for "The Armory". Since there is an 8x8 infinite height building in the middle of the table, generally linked snipers' value is diminished. Not to say they are useless, but usually in area control missions, especially in an enclosed space, defensive play in punished. That's just the nature of the mission.
     
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  4. Sekac

    Sekac Member

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    I am in no way an expert but I think the primary issue with JSA is there is very little to surprise an opponent.

    Yes, we have access hidden deployment all over the place, but that value is diminished by 2 (maybe 3 depending on opponent) factors:

    1) if playing limited insertion, it is glaringly obvious exactly how many models are hidden. If there's 8 on the board, then your opponent can be absolutely certain you're hiding 2 (and can usually safely assume one is KHD ninja).

    2) MSV2 counters ALL of our best mid-fielders at once. ODD, TO, and extremely expensive smoke carriers are just massive points sinks that have to be extremely careful about where they go.

    (3) Since an opponent can safely assume we have at least one hidden deployment model hovering somewhere around the mid-field, if they happen to have good sensor/sniffer setups, they can further sidestep our strengths.

    Our TO models should be controlling the center, but I often find a huge amount of that control surrendered to a strong MSV2 ARO piece.

    I think the biggest need for JSA is an AD troop. Considering we're best suited at close range fighting, our approach vectors are obvious. Only Shikami can approach by unconventional means...and they have their own problems. An airborne infiltrator would give our opponents a reason to do something other than stare unblinkingly at the center line and wait for something to reveal itself.

    As a for instance, when I play Yu Jing, I like to take lists like this:

    Yu Jing──────────────────────────────────────────────────GROUP 1[​IMG] [​IMG] [​IMG]10 [​IMG]4
    CELESTIAL GUARD (Kuang Shi Control Device) Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife. (0.5 | 13)
    SUN TZE Lieutenant (Advanced Command) MULTI Sniper Rifle, Nanopulser, Flash Pulse / Pistol, Knife. (1.5 | 61)
    WÈIBĪNG Yaókòng Combi Rifle, Sniffer / Electric Pulse. (0 | 16)
    NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29)
    TIGER SOLDIER Spitfire / Pistol, Knife. (1.5 | 32)
    HSIEN HMG, Nanopulser / Pistol, AP CCW. (2 | 61)
    KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)
    KUANG SHI Chain Rifle / Pistol, Knife. (0 | 5)

    GROUP 2[​IMG] [​IMG] [​IMG]3 [​IMG]4 [​IMG]4
    CELESTIAL GUARD Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 21)
    Zhanshi YĪSHĒNG Combi Rifle / Pistol, Knife. (0 | 15)
    SHAOLIN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 5)
    SHAOLIN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 5)
    SHAOLIN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 5)
    SHAOLIN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 5)
    ZHANSHI (Forward Observer) Combi Rifle / Pistol, Knife. (0 | 12) 6 SWC | 300 PointsOpen in Infinity Army

    The Hsien is absolutely devastating to TO models. I also have a WIP 17 MSV1 for discovering at only -3 against TO. Both are great for AROs. Strategos 3 limits what they can do with hidden deployment because they can't reserve anything. Sensor/sniffer limits it further. I have 8 chain rifles flooding the buildings and whatnot my AROs can't cover. 5 repeaters in case they try to rush Domaru at me to force their order efficiency down by needing to declare resets against Gotcha! Tiger soldier can break up their fireteams with careful pie slicing.

    I just don't know what I would do against all that with JSA.
     
    #4 Sekac, Apr 6, 2019
    Last edited: Apr 6, 2019
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  5. grampyseer

    grampyseer User of the "ignore" button
    Warcor

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    @MikeTheScrivener.

    I was in the same boat. Long stint with Shock Army, and returning to JSA (but with uprising).

    I find them much less forgiving, in that I don’t have the redundancy I’m used to. A single bad ARO FTF- even a favourable one- can have you lose an expensive piece.

    I find that JSA is very, very dependant on making the PERFECT skill declarations within 8”. You’re often advancing to close range to make Samurai/ Ninja types leverage CQC options. It took me some time to get the hang of when to dodge, reset, move, discover, or shoot.

    JSA seems to pay a very high premium for mucking up those CQC decisions. As such, I’d rate them as less forgiving.


    Sent from my iPhone using Tapatalk
     
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  6. teddygundam

    teddygundam Member

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    How do you deal with this fireteam in JSA? I can't seem to find a way. Maybe a Rui Shi with Marksmanship, but that's a gamble at best.
     
  7. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    Oniwaban getting behind to the weaker members of the link is the main way. JSA doesn't have any of the most "direct" counters to it (other core linked shooters that can outshoot it, white noise). You can nimbus it and throw a linked HMG at it with a Shikami, which takes away a lot of the potency of the ARO. The third option is to coordinate an order to force a dodge or unopposed shots on it, which is the primary option this list has (unfortunately this option also guarantees you will probably lose at least one member of the coordinated order due to losing B advantage.) The last option is to spend an average of 3 shooting orders on an O-Yoroi to wound and hope you don't get exceptionally unlucky and need to engineer yourself.
     
  8. MikeTheScrivener

    MikeTheScrivener O-12 Peace Kepper

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    This list has literally no ARO. you're just inviting your opponent to walk all over you if they take first turn, or if yours is stopped short. Unless you plan on leaving Sun The out for ARO duty – which presents a multitude of problems that will definitely leave you in LoL turn 1.

    I agree with you – judging what skill to use when is absolutely key. Shock Army is almost like a fundamentally opposite army than JSA, ASA is extremely defensive with your ARO pieces practically playing themselves. JSA is a very aggressive army, while ASA has elements of this, JSA has no mimetism linked sniper to fall back on. both a blessing and a curse.

    Kill the supporting link members with an Oni/Kitsune. Get within 24 with a Karakuri Haris. Or just play around it. Chances are the Kamau will be stuck up on a building trying to get as much LoF as possible. make a judgement call if what he's seeing is vital to your plan or the mission. Running your troops into his ARO wall is playing his game, make him regret putting the Kamau in such a stationary position.
     
  9. Sekac

    Sekac Member

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    I left him put for ARO duty. I definitely didn't lose him. He took a wound early though. He killed a missile launcher and discovered, then killed Saito. He, or anybody else could have killed Shinobu but we didn't bother to play my last turn.

    I'm curious what you mean by no ARO. Chain rifles ARO midfield TO pieces exactly as well as they punish them in the active turn.

    With 5 command tokens, I can put an HMG, spitfire, and a couple combis in suppressive fire every turn and still have 2-3 tokens for other things.

    Again, I'm in no way an expert. But that seems like more than literally nothing.
     
  10. barakiel

    barakiel Echo Bravo Master Sergeant

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    Interesting discussion.

    The issue I find, which was touched upon earlier in the discussion and which I think is hugely true, is that CC is a naturally inefficient way of playing the game. This is especially true with fragile 1-Wounders who are depending on Regular Orders spent on Smoke and Camo to preserve their advantage. I think a Sectorial like CHA leverages CC much more fluidly, because Impetuous high PH smoke tossers are just incredibly efficient for being able to close the distance and apply pressure.

    With that in mind, I can't fathom playing JSA competitively at the 10-order level. Spending Orders trying to CC, pushing buttons, throwing smoke, recamoing, and the added tax of TO units starting without a Regular Order... I just don't see a current competitive list with 15+ Orders being afraid of that.

    Are Karakuri buffs going to help here? Probably, but three Karakuri is as much as a Cutter. Are they generating high end TAG-level impact? Even 2 Karakuri + Domaru is fairly expensive. Is that team strong enough to justify being the centerpoint of a list? I'm not sure that it is.
     
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  11. siri

    siri Well-Known Member

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    Unfortunately CB just lost the chance to repair JSA.

    They had a great chance in uprising. Be it with mercs or with new troops, but not doing it JSA is in a long and lost battle.
    You can win one or two missions but we can't stand against the bigger army's. Having no AD troops, low end of BS, high cost and low efficient of CC I didn't see much use for JSA.
    At least ninjas should have MA lvl 4 to have B2. Or something like explode, NWI, dogged, something that could do the enemy pay.

    The new TI is excellent but soon it will change in Karakuri, the same way they remove specialist on Saito, Just because we'll see lots of lists with them.

    We simply don't have the number of orders to protect our glass cannons. When faced with a exclusion zone mission it's clearer. Or you do a check even with +3 in superior infiltration ( luck roll) and you have a better go or you simply need to shovel all the way from your dz, without any surprise for your opponent.
    Who knows it can be repaired with a sectorial to at least minimize it.
    When I play with JSA I simply know I had a small chance to win, and even less chance of fun. I play with them because I like the army as a concept, the history, but I don't see a good chance in tournaments !
     
  12. Skoll

    Skoll Well-Known Member

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    Before the proliferation of kamau linked snipers i would have comed in here an argued my fingers bloody on how a limited insertion list can be definitive in JSA, specially leveraging clever use of shikami and ryukken 9.

    Now im not so certain. I havent taken my jsa in a competitive stint since round October, but the playing field has changed a lot.

    After all im the first to point out that bs 12 might make you a shitty shooter. But bs 12 +odd is leagues above bs 14 vs the majority of opponents in the game. The number of models toting msv hasnt dramatically increased however people taking specific combos has grown exponentially.
     
  13. Section9

    Section9 Well-Known Member

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    Yeah, MSV2 snipers in Core Links are brutal, really throw a monkey wrench into JSA's game plans.
     
  14. zapp

    zapp Well-Known Member

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    So since Summer 2018, these things were added to the game without any (excect Karakuri) changes to JSA:
    - single MSV2 profiles in core -> reducing TO, ODD and Smoke effectiveness
    - Tactical Awareness & NCO -> giving more Order to LI lists to certain factions
    - Many Natural born warrior profiles -> limiting the Martial Arts abilities of JSA
    - Total Immunity -> limiting the Mono-CC weapons & Flashpulse
    - Fatality L2 in Core -> ignoring everything that has mods (TO and ODD)
    - Saito Specialist profile lost
    - Cheaper pseudo 2W profiles thanks to NWI + Immunity
    - Better deployment for Combat Jump troops -> JSA has none
    - Forward deployment for MI troops -> JSA has none
    - Wildcard heavy hitters -> JSA has only a variance
     
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  15. Janzerker

    Janzerker Well-Known Member

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    Yet they had a healthy representation at Rumble and performed quite good, better than many new sectorials. Ranking 13th out of the 36 armies regarding performance/representation rate.
     
  16. Skoll

    Skoll Well-Known Member

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    I think for this very reason jsa would gain a pretty significant buff from at least 1 source of eclipse. Perhaps on one of its more underused profiles.

    Obtaining the ability to leverage its to and odd vs the right targets again would do wonders for its power level.
     
  17. KestrelM1

    KestrelM1 Well-Known Member

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    Here's your real "gut check." If you're failing to succeed with JSA, that's on you. Maybe spend more time playing and less time whining on the forum; all this useless negativity isn't helping anyone.
     
  18. Skoll

    Skoll Well-Known Member

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    His post was completely positive what are you talking about ?
     
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  19. KestrelM1

    KestrelM1 Well-Known Member

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    That wasn't directed at Janzerker, as you said his post was completely positive. It was directed at the numerous posters in this thread lamenting all sorts of perceived shortcomings of JSA.

    Mike's original post is a call to re-evaluate the strengths of JSA and to collaborate on how to best overcome obstacles with the tools JSA has to offer. We should do less nebulous complaining and more of that.

    As a starter to that topic, I'd strongly consider the Lu Duan as a tool to potentially counter the Kamau sniper. Holoprojector L2 gives you an inroads to approach to optimum range, and at 8-16" with Assisted Fire its numbers against even a fully-buffed Kamau are quite favorable. Abusing marker states to bypass Kamau and get to the softer members of the fireteam also seems prudent - despite its high BS and MSV2, it still can't shoot markers and will be quite loathe to declare "Discover" in reaction against anything close by.
     
    #19 KestrelM1, Apr 16, 2019
    Last edited: Apr 16, 2019
  20. Abrilete

    Abrilete Well-Known Member

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    If it were me I would add a Tanko character with Eclipse Smoke and the "counts as Tanko for Fireteam...". That way not only we would gain another AVA 1 Smoke source (I don't think this would break the game, does it?), but we would also have 4 Tanko in total so we would be able to deploy at the same time a DoTanko Core Fireteam and the Musashi-Tanko Haris Fireteam.

    Give it Specialist Operative and put it in the 30's points price range: not auto-include but providing lot of utility to the Sectorial.
     
    Section9 likes this.
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