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O-Yoroi Viable?

Discussion in 'Japanese Secessionist Army' started by Briaros6, Sep 28, 2020.

  1. Catspaw

    Catspaw Well-Known Member

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    NOOOOOOOOOO
     
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  2. clever handle

    clever handle Well-Known Member

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    I acknowledged the burst differential in my post but didn't realize the +3 bonus wasn't applied to technical weapons. That being said, I dunno, shooting a combi at something 2 on 10's (including fireteam and range, excluding all other mods) or one flashpulse on a 15 (again, base wip and range only)... dice calculator tells me that 2 on 10's is better but I know I'd just throw two 11's and curse not spending one point for that flash pulse (oh, and being a specialist for scenarios, and the now improved targeted state)
     
  3. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    By the time I took my big break from JSA, I honestly gave up on the Missile. B2 at 13 with no mods is woefully weak based on the trajectory of maximum BS in the game over the past year. The range bands are nice if you can keep people out of 32 inches, but that Keisotsu drops is he gets so much as sneezed on, and I don't think N4 will have changed that at all.

    For the SWC, I feel like investing in the Ryuken HRL is much better, point for point (an opinion I definitely did not have before N4). Between ODD, Marker State, and X-Visor, I feel like he handles that rangeband just as well, bands inside of 32 much better, and he comes with a mine, for only 11 points more.

    Keep in mind the penalties are different too -- Stunned State is very strong in N3 since you can only get rid of it by waiting. Against a three wound unit, you might want to Flash Pulse just because it's more likely to stop them.
     
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  4. Savnock

    Savnock Nerfherder

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    All great points.

    I usually toss the ML into the link only if I have a small amount of change left, but not enough to buy a Chayi, or even a Raid... uh, Ryuken.

    The Ryuken is way better though, if you've got the change.

    When scrimping to fit a TAG, a badass Haris, and a Core link all into the same list, one may not have that luxury. If you're doing 2 of those 3, the mandatory Ryuken go right into my list.
     
  5. AkiPL

    AkiPL Active Member

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    I'm currently trying to squeeze O-Yoroi into my list, so far I got something like this:

    g4caamFwYW5lc2Utc2VjZXNzaW9uaXN0LWFybXkEIFRBR4EsAgELAICcAQIAAIPkAQMAAICYAQEAAICTAQQAAIPnAQQAAIPnAQMAAIPnAQMAAIP7AQIAAIChAQEAAICOAQEAAICiAQEAAgQAg+QBAQAAgOABguUAAICiAQEAADIBAQA=


    idea:
    - Ryuken KHD says in DZ and protect itself with mine, tries to counter nasty hackers that tries to hurt our tag;
    - Yuriko drops mine in DZ and work as much as possible via Yaozao;
    - Core of Domaru, Tankos and Kampei stays in DZ and tries to AROs nasty things, potentially joining "the fun" after O-Yoroi falls;
    - Yojimbo left some Coala for Ryuken/DZ protection and smokes way up ahead for the tag;
    - O-Yoroi also can leave one Coala for DZ protection and proceed forward trying to kill as many things as possible;
    - Panggulings and Chaiyi are for cheap orders, Repeaters and maybe reloading the ammo.
     
  6. QuietusEmissary

    QuietusEmissary Active Member

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    The other big issue I've had with the Keisotsu Missile Launcher is that she wants to stay back to take advantage of her superior range, but everyone else in the fireteam is going to want to move forward. So you're either keeping a full fireteam in the backline just to take advantage of the Missile Launcher, moving up and rendering the launcher ineffective, or building an entire 5-person Keistotsu fireteam just to get the Missile Launcher up to the level of a Ryūken Heavy Rocket Launcher, and in my opinion, none of those are great options. I used to run the Missile Launcher in fireteams, but I've stopped using it because I felt it wasn't really pulling its weight, and it appears I might be the only JSA player who felt squeezed for SWC in N3, judging by a lot of posts I've seen on lately.

    Then again, I also used the Ryūken Heavy Rocket Launcher a ton in N3, so what do I know? (Also, that's where some of my SWC went.)
     
  7. Dragonclaw

    Dragonclaw Well-Known Member

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    The Keisotsu ML may not be very good but I used it it N3 anyway because it wasn't a big point investment. I always deployed a replacement model for the ML. If I went second it normally died, but it could have absorbed some opponent orders and sometimes it did even some damage. If I went first, sometimes I did some shoots against weaker ARO units with her. More often I left her behind immediately. On her own she is a even weaker ARO unit, but she is still there and the opponent has to deal with her.
    In N4 I presumably will use a HI core link more often, therefore the Keisotsu ML isn't so much interesting for me anymore.
     
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  8. miscNouns

    miscNouns New Member

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    I'm new to JSA but found myself in possession of 2 O-Yoroi. Has anyone had any success running multiple in the same list? I was thinking of trying something like this:

    g4caamFwYW5lc2Utc2VjZXNzaW9uaXN0LWFybXkBIIEsAgEKAICcAQIAAICcAQEAAIP7AQIAAICTAQUAAICQAQEAAICQAQEAAICQAQEAAIPkAQMAAICeAQIAAICiAQIAAgEAgJMBBAA=
     
  9. Nuada Airgetlam

    Nuada Airgetlam Nazis sod off ///

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    Minelayer XVisor HRLs under TO Camo retaining Surprise Attack? For 1.5/25 in filthy SWC rich JSA?
    I'll take three of those any day. Or two and the Oyoy.
    upload_2020-12-27_21-4-58.png
     
  10. Savnock

    Savnock Nerfherder

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    See later post agreeing with you here.

    Still not a huge fan of limited camo, but with Mimetism it sure is nice for that one shot, and the sacrificial duty later.

     
  11. Dragonclaw

    Dragonclaw Well-Known Member

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    In the two games I had with JSA in N4 the Ryuken HRL did a great job. Especially in the reactive turn, but I used him in the active turn for clearing up some mid range ARO pieces too.
     
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