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JSA and Code One

Discussion in 'Japanese Secessionist Army' started by Mcgreag, Jan 27, 2020.

  1. Mcgreag

    Mcgreag Well-Known Member

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    So Code One is supposed to be vanilla factions only, does that mean JSA won't be playable in Code One?

    While I'm fine with not being able to play for example Ikari Company in Code One having the game without JSA feels wrong. I also would consider JSA a bit of a special case for the NA2 faction where everyone else are merc companies made up of units from many different factions while JSA stands on it's own (other than Yu Jing REMS). You could make the case that JSA is the vanilla part of the NA2 faction. The question is how will Corvus Belli see it?
     
  2. Knauf

    Knauf Transhumanist

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    Hard to tell. While all NA2 factions are functionally sectorials, they are different in that there is no Vanilla NA2 faction.
    I can totally see them allow some of the more self-contained NA2 factions to be allowed in Code One (JSA & Spiral Corps), while ignoring those that are essentially different base factions thrown together + a few mercs.

    Considering that fire teams will likely not be a thing in Code One, some of those NA2 factions who rely heavily on their unique mixed fire teams will probably not work in this new format anyway.

    A strong argument for JSA at least is that it's likely a very popular miniature range for newcomers, with them space ninjas and all. So it would make little sense to have the beginner friendly format without it.
     
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  3. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    Assuming profiles don't change wildly there might be some compatibility with caveats, the same way Shasvastii had old N2 rules for most of their life in N3.
     
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  4. colbrook

    colbrook Grenade Delivery Specialist

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    JSA have an introductory Army Pack, I'd wager that they and Spiral Corps will be the only NA2 in Code1.
     
  5. Mahtamori

    Mahtamori Well-Known Member

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    Going by the information we currently have (which is that Code One will be vanilla factions only, and as you've noted JSA is a sectorial), JSA won't be available in Code One.

    Unless they do funky stuff to NA2, JSA, or implement a compatibility mode for maligned units in Code Army.
     
  6. daszul

    daszul Well-Known Member

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    If they drop Melee* for Code One, do you really wanna play JSA?
    (* not confirmed, but quite possible)

    But maybe with N4 the NA2 might be resorted to some Factions.
     
  7. Mahtamori

    Mahtamori Well-Known Member

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    Bostria mentioned in passing that Hacking was included in Code One, so I doubt they'll drop Melee.
     
  8. Section9

    Section9 Well-Known Member

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    Melee would need to be greatly simplified for Code1. Well, then again, so does hacking. For hacking, I'm halfway expecting a drastic reduction in programs, basically just one to do any given job.

    Melee is a bit of a challenge, since MA/Guard/Protheion, etc... is honestly overcomplicated. Hopefully that whole mess gets sorted in N4.
     
  9. archangeleong

    archangeleong Deadly Ninja Assassin

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    It will be there
     
  10. csjarrat

    csjarrat Well-Known Member

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    The JSAbox is one of the best-selling products they do, they'll be in code one for sure
     
  11. Mcgreag

    Mcgreag Well-Known Member

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    Based on the information we have gotten since this thread was created I feel the chance we will see JSA in Code One has been reduced and even if they do add them we are looking at least 2 years in the future (next year is likely to be Ariadna, Aleph, Haq and Nomads).

    Based on that I know that I'm at least going to try to do a fan conversion of JSA to Code One. Now there is little point in trying to do the details before we have all the rules but I think it can be fun to start brainstorming a bit already.

    Looking at Yu Jing and Pano there should be 16-17 normal units, rems, 1-2 characters and 2 mercs.
    Keisotsu
    Kempeitai
    Ryuken Unit-9
    Daiyokai Dengekitai
    Domaru Butai
    Tanko Zensenbutai
    Karakuri Special Project
    Shikami
    O-Yoroi Kidobutai
    Oniwaban
    Ninja
    Tokusetsu Doctor
    Tokusetsu Engineer
    That's 13, Aragoto is dependent on if there are rules for motorcycles.

    For characters there is Yuriko Oda and I'm not sure who else. Neither Shinobu nor Neko Oyama are different enough from their base troop to be worth the spot IMHO, I guess you could do the Domaru as a 3p Spitfire version and have Oyama be a 2p CC focused version. If bikes are in Both Kuroshi Rider and Yojimbo are options to consider.

    For Mercs the Wandering monk is fine but the Kunai ninja probably isn't. Who else? Maybe some new one we will see later.

    Keisotsu - AVA Total
    Basic Combi Rifle profile. How do you make them worth a full 1p? If you put them in just as they are they are going to be significantly under powered compared to both Fusilers and Zhanshi. The only thing they had going for them where Courage but guts rolls removed that's no longer a thing.

    Kempeitai - AVA 2
    MSV2 - Shock Marksman Rifle profile for 2p

    Ryuken Unit-9 - AVA 2-3
    Probably the HRL profile for 2p to give JSA some longer range firepower, remember that the ML Keisotsu won't be available.

    Daiyokai - AVA 1
    Red Fury for 4P?

    Domaru - AVA 1
    Lieutenant with Spitfire for 3p?

    Tanko - AVA 2-3
    SMG for 2p

    Karakuri - AVA 1-2
    MK12 for 3-4p (4p if armor 6)

    Shikami - AVA 1
    Combi Rifle for 3-4p?

    Oniwaban - AVA 1
    Boarding Shotgun for 4p

    Ninja - AVA 1-2
    Tactical Bow for 2p or Combi Rifle for 3p

    Just some quick ideas on how to do it. Will look more seriously into it once the rules and all the Yu Jing/Pano profiles are released.
     
  12. Mahtamori

    Mahtamori Well-Known Member

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    I wouldn't give JSA's chance of seeing the light in CodeOne much chance, but I think you should take another look at what's already out there and compare with what profiles have made it into the CodeOne for Pan-O and Yu Jing. Remember that what is in the starters will be in CodeOne and that what's on the miniatures will also be in CodeOne

    So if this happens, here's a an educated guess:

    The guaranteed
    ──────────────────────────────────────────────────

    [​IMG]9 [​IMG]1
    KEISOTSU Combi Rifle / Pistol, Knife. (0 | 1)
    KEISOTSU Combi Rifle / Pistol, Knife. (0 | 1)
    KEISOTSU Combi Rifle / Pistol, Knife. (0 | 1)
    KEMPEI Boarding Shotgun / Pistol, CCW, Electric Pulse. (0 | 2)
    RYŪKEN (CH: Limited Camouflage) Heavy Rocket Launcher, Antipersonnel Mines / Heavy Pistol, Knife. (1.5 | 2)
    RYŪKEN (Forward Deployment L2, ODD) Submachine Gun, Antipersonnel Mines, D-Charges / 2 Breaker Pistols, Knife. (0.5 | 2)
    DAIYŌKAI Red Fury, Panzerfaust / Pistol, DA CC Weapon, AP CC Weapon. (1 | 51)
    ONIWABAN Boarding Shotgun, Nanopulser / Pistol, Monofilament CCW. (0 | 4)
    KUROSHI RIDER Lieutenant Combi Rifle + Light Flamethrower / Breaker Pistol, AP + Shock CCW. (0 | 3)

    Open in Infinity Army

    What makes JSA even less likely is, now that I'm building some lists of stuff that'd be in there, the fact that they're using Yu Jing REMs and this is confusing for new players in a way that pure mercs like Liang Kai and Kunai won't be.

    The obligatory support elements
    ──────────────────────────────────────────────────

    [​IMG]6
    TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 1)
    TOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (0 | 1)
    YÁOZĂO Electric Pulse. (0 | ?)
    YÁOZĂO Electric Pulse. (0 | ?)
    CHAĪYÌ Yaókòng Flash Pulse, Sniffer / Electric Pulse. (0 | 1)
    HÙSÒNG Yaókòng HMG / Electric Pulse. (1.5 | 2)
    SON-BAE Yaókòng Smart Missile Launcher / Electric Pulse. (1.5 | 2)
    WÈIBĪNG Yaókòng Combi Rifle, Sniffer / Electric Pulse. (0 | 1)

    Open in Infinity Army

    Keep in mind that Oyama and Kuroshi won't have Frenzy discount.

    Obligatory TAG and Hero
    ──────────────────────────────────────────────────

    [​IMG]2
    O-YOROI AP HMG + Heavy Flamethrower, CrazyKoalas / EXP CCW. (2 | 8)
    [​IMG] O-YOROI PILOT Contender / Pistol, CCW. ()
    OYAMA Chain Rifle, E/M Grenades / Breaker Pistol, AP CCW, EXP CCW. (0 | 3)

    Open in Infinity Army

    Beyond this, JSA kind of falls apart. There's too few units because this is a sectorial and CodeOne is built too much like a cross-section of the faction in question. It fits the release method a lot more to release NA2 as a "vanilla faction" under CodeOne, but CB has stated they are not interested in making a Mercenary vanilla faction.
     
  13. Mcgreag

    Mcgreag Well-Known Member

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    Yeah I didn't find it likely that they will get an official conversion. That's why I would be looking at doing a fan conversion that focuses on making it playable and balanced with the other Code One armies, mostly for demo games and some fun games with friends.
    So I would not choose profiles based on what is in the current army box but what profiles bring the interesting options. Like for example without CoC (doesn't seem like LoL is a thing in Code One) I don't see much point the the BSG Kempeitai and without the Rui Shi the MSV2 Shock MR would be the only MSV unit so it makes sense to do that option.

    As for Oyama yes no frenzy discount but 3p gives you the equivalent 40p n3 unit (Orc with multi rifle). With the changes to shotguns chain rifles might not be in Code one so if you give him a boarding shotgun instead I could see him being 3p but with just a chain rifle I don't see him being worth 3p, going to depend a bit on what they do with CC and what skill options there will be for him there (I doubt berserk will be in for example).
     
  14. Mahtamori

    Mahtamori Well-Known Member

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    In a way I get it, but at the same time it kind of is cherry-picking if you don't play by the same rules as almost everyone else will (as it seems). CodeOne seems to be about being representative of the faction using a small cross-section of units and (presumably) a small number of profiles, and the (main) starters are the most representative.

    One the balance of things I don't think CodeOne loadouts will limit e.g. Zhanshi to only Combis, but we might not see Zhanshi Combi+LGL, so I do think we'll have wider variety than teased, but not as wide as in main game and probably priority given to WYSIWYG.

    I do think Chain Rifles will remain, BSG are unlikely to be a large template, but I don't think E/M grenades will be in CodeOne and so far we have seen no traces of impact templates that I can think of. Also, if you give Neko a BSG I'm fairly sure he'll push upwards of 4 points. Whether he's worth that much... well... I would be inclined to say he isn't because melee is not generally worth the points on their own, but this is a setting with tiny tables as the default.

    Just remember that Samurai are saving a lot of points on a rule that they are actively avoiding in CodeOne (Frenzy) so e.g. Tanko are absolutely going to be 3 points for the SMG or Light Shotgun version.
     
  15. colbrook

    colbrook Grenade Delivery Specialist

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    We've seen the Bølg with missile launcher in the Beyond Kaldstrøm art so terminal circular templates seem likely in Code One
     
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  16. Mcgreag

    Mcgreag Well-Known Member

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    To me it seem very unlikely that we will see several profiles from one unit. Ryuken could be an expectation because of how different the profiles are.
    I'm basing the price of the Tanko on the price of the Jujack, the Tanko gets better CC and the Jujack gets better weapons. I'm assuming Blitzen won't be in.
     
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