Yu Jing Spec/Team Ops

Discussion in 'Yu Jing' started by Space Ranger, Sep 17, 2026.

  1. Space Ranger

    Space Ranger Well-Known Member

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    So far, I’m liking the spec ops. They are not as customizable as I had hoped but still seem fun.

    But now I’m hearing the Individual Spec Op is not ITS legal. Which means just about nobody is going to want to play it.

    Fireteams
    • All of the YJ factions get the team ops haris.
    • In IS the SO can only be in the Celestial Guard.
    • In IA the SO can only be in Zhanshi.
    • In WB the SO can only be in Zhanshi.
    It is disappointing that the Spec Ops can only be in those teams. I’m seeing some other factions can be in multiple different teams. Confessor (irritating that MO gets a unique SO), Chandra, Blur, and Rumbler are the only ones I found so far.

    Also, like most of YJ you can have either killers or specialists. Not Both. But this seems to be the way with all of the SO.

    Team Ops Upgrades
    • Move 6-4, Dodge +3
    • CC+3, Berserk +3
    • BS +1
    • ARM +2
    • Albedo -3
    • Monofilament CCW (PS=6), Silenced Pistol (PS=6)
    • Tactical Awareness
    • Multi-pistol (+1SD), Bangbomb (+4)
    • Marksmanship
    • MSV L1
    I think a lot depends on how you think you are going to use the team. I’m mostly thinking of HI being the gun and the MI being the button pusher. If I’m doing the MI as a button pusher I’m going to use one of the specialists. Of those I like any with the multi-rifle the most but a +1B BSG is not bad at all! Since I’d rather have the MI being a specialist, I’m more likely to take something to help with that. I think my top ones are MSV1, TacAware, and Move 6-4 with Dodge +3.

    For the HI I really like the HRL +1B option. While it’s very tempting to give him a +1 to BS, I think BS13 is good enough. The Marksmanship is fantastic. I think taking away cover is better than +1BS. No cover for shooting and no cover for ARM if using blast (wish I always use). What would be most FUN is the CC+3 with Berserk +3. Since he already has CC23 with Martial Arts L3 (at total of CC31!), he already gets 1+1 dice but then his Crit on a Berserk is 20 and 1-11! With a DA CCW (PS=6). Maybe not all that useful but fun as fuck! The other things useful for him are the, ARM +2 or Albedo -3.

    For the Men Tong bot there’s not much that’s going to make it a better killer or specialist. My favorite thing is the TacAware. The Sensor is more useful that some might think. I don’t mind sending up the cheap bot to sensor stuff or even look directly.

    Tac Ball
    • Blitzen

    • E/M Carbine
    • ECM: Hacker -3
    • Madtraps
    I can’t say we have the greatest TacBall items. I think if I’m going against big hacking I’d take the ECM and anyone else the Madtraps. I’ve learned to dislike the E/M Carbine due to being -3 over 16”.

    Single Spec Ops
    • BS +1
    • CC +3
    • ARM +2
    • Albedo -3
    • Mono CCW PS=6
    • Berserk +3
    • Breaker Pistol +1 SD
    • MSV 1
    Spec Ball
    • Men Tong Spec Bot
    • Blitzen
    • E/M Carbine
    • ECM: Hacker -3
    • Madtraps
    For the Single Spec Ops there’s a lot of good options, but some are not great until they get the HI profile. The ARM +2 means the HI is ARM6! Great if you are planning on them having one of the big guns. Again, choices depend on how you think you are going to use them. If I go with a shooter, I’m probably going to want ARM+2 and MSV1. If I’m going with a specialist (which i'd mostly do), I’d want MSV1 for sure, but the rest is a little harder to decide. The ARM +2 is something that’s reliable. But man! Again, having the CC+3 and Berserk +3 would be fun! Or take a the Mono CCW to be an all-levels-threat.

    You get to choose 2 things for the specball so I’d probably always take the Madtraps. Then the depending on who I’m playing I’d take ECM or Men Tong.

    I'm not sure if i'd put the in a fireteam since they are pretty limited in what they can be in. But the IS one with Celestials is not bad. A good cheap hacker with them and then good additions. The Zhanshi in WB or IA is meh. He would do better on his own.
     
    #1 Space Ranger, Sep 17, 2026
    Last edited: Sep 18, 2026
  2. Law Dawg

    Law Dawg Well-Known Member

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    I went against OSS last week and we played Double Bind with Team Ops. I chose paramedic with tac aware, HI has HRL with marksmanship, and Men Tong has +2arm. I can't remember what the OSS MI has but it didn't matter because the HI Chandra did all the work. He had albedo -6 which is the perfect counter to all my gun fighting/aro pieces (I was playing ISS and unintentionally all my important pieces had msv). It was an uphill battle from the start and I just couldn't push through.
     
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  3. Space Ranger

    Space Ranger Well-Known Member

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    Well, I know if i was playing them i'd have the MI hacker with boosted +3 BTS is fantastic. Or a Contender to make up for it's short ranged SMG. Then the Feuerbach HI with the Albedo like you said is very good.

    I think for you, flipping the MI and Men Tong skills. +2 ARM on the MT is not going to help much. But it definitely helps the MI by going to ARM4. TacAware on the Men Tong turns it into a booster engine. You just use the TA to move the whole group with the first order.
     
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  4. Law Dawg

    Law Dawg Well-Known Member

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    Ah, yeah it was the contender.

    I put the TacAw on the paramedic so he could have an extra orders to medic stuff. But the Feuerbach deleted my units outright so it didn't matter in the end.

    I want to try other bonus such as 6-4 move on the MI so the whole team can move fast. +3CC and Berserk on the HI would be hilarious but it's so niche. Also multi pistol and bangbomb on the Men Tong cheap profile to give it more fork options.
     
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  5. Space Ranger

    Space Ranger Well-Known Member

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    I was thinking +3CC and B on the Men Tong would be kinda fun. It's CC22 on berserk and then -6 Para CCW. It's an attack cat!
     
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  6. Law Dawg

    Law Dawg Well-Known Member

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    That does sound good! I didn't even notice the -6 Para CCW.
     
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  7. Space Ranger

    Space Ranger Well-Known Member

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    But it's hard Not to take the TacAware! Most of the other skills, I feel, don't really add enough to make a difference. But TA helps the whole team. I always use the TA order right away for movement. Then I don't worry about loosing it or needing regular orders but only having that.
     
  8. Space Ranger

    Space Ranger Well-Known Member

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    Something I had forgotten was that, even though you must take all three, you don’t need to make a Haris of all three. You can do a Duo and a Single or even all singles. Of those, I’m not sure how I would do them. I think, as of now, I’d have a duo of the HI with the REM to concentrate on shooting, and the MI on its own doing specialist work. If I were to do that I’m more likely to give the MI the 6-4 move. I’d probably stick with Marksmanship on the HI and TacAware for REM to get him to where he needs to go.

    There’s also nothing keeping you from starting as a Haris and later having one leave the team. It’s good if going second and want to use the HI as an ARO piece. He will get the bonus to discover and dodge.
     
  9. Law Dawg

    Law Dawg Well-Known Member

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    That's what I did with the Haris. I went second and the HI HRL with marksmanship stayed up to ARO. It took the Chandra Feuerbach just two orders to completely take him off the board.
     
  10. Rabble

    Rabble Well-Known Member

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    That is why I never like to put premium units up for ARO in the first turn when going second.
     
  11. Space Ranger

    Space Ranger Well-Known Member

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    I agree. I don't think i'd put him in on ARO duty. He seems more like a mobile attack piece. Then YOU get to pick your target. I'm not surprised by the Chandra taking him out if it had Albedo -6. The HI has MSV1 wether we like it or not (I think all of them do?). I leave the dedicated AROs to troops like Hac Tao missile, Yan Huo, Long Wang.

    Edit: Maybe ARO duty if i took the +2 ARM. But I think we get more out of the Marksmanship.
     
    #11 Space Ranger, Sep 23, 2026 at 4:52 PM
    Last edited: Sep 23, 2026 at 5:03 PM
  12. Law Dawg

    Law Dawg Well-Known Member

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    Considering the MI model comes with a sniper rifle, would you put the MI sniper up to ARO? What upgrade would you give him? I'm leaning towards arm+2, though BS+1 is also tempting.

    On the opposite end, giving the MI cc+3/berserk+3 might be fun. With MA2 he'll be attacking on 26 with DA cc weapon!

    Edit: does the dodge+3 stack with the Haris dodge bonus?
     
  13. Tristan228

    Tristan228 Bakunin's best Morlock trainer
    Warcor

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    The Heavy GuiFeng feels really expensive, at least compared to the Vortex and Rumbler HIs. Even the similar priced Chandra HI seems to get more out of it's points. :thinking_face:
    Yes, as written the Lv. 3 Bonus gives +1 to Dodge, not the Dodge (+1) skill.

    Tehehehe, guess who isn't allowed technology again?
    Ariadna. They got no standard issue MSV 1
     
  14. Space Ranger

    Space Ranger Well-Known Member

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    I don’t think the MI sniper is good. It’s only Albedo -3 and BS12. You can make him BS13 but that’s about it. Maybe add the Marksman to him but that’s still not fantastic. My Silver Snake sniper with marksman, Albedo -6 and BS13 gets killed all of the time (Usually by a damn Red Eye).

    I feel his worth is in being another specialist.

    By giving him MSV1 he can accomplish a lot of Secret Obj. He’s Vet, MI, Hacker/FO/Medic.

    I like the 6-4 move though so he can get to objectives and the missions this season are all about movement. “Get there, do that, go there”. And yes the +3 to dodge is stackable if in a fireteam. But the more I think about it, I want him on his own.

    The CC would be a lot of fun. And can also accomplish a few missions with it. But a bit more of an occasional thing. Great if you have it but some games, never used. Don’t forget he can also fight with the D-Charges!

    The ARM +2 to make him ARM4 is only ok. I’d have to test it but he’s only V1. AP ammo will kill him fairly easily. I’m more likely to use on the HI to make him ARM6. It would be fun to also have him near Deployable VF cover to give him another +6! I’ve loved using it on my Long Wang in IS. I always duo him with a Shenji with it. Now it’s even better because I don’t need to be as close to him and now 2 of them!

    The HRL is cheaper than the Vortex HMG or Sniper and thankfully doesn’t get marksmanship. The Rumbler doesn’t have as many skills but again our HRL is cheaper than their HMG or AP Spitfire.

    Ok but Ariadna makes up for the opposite by having Mimetism -3. The Nexus is the same.
     
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