As players get games in with Shinden and Oban, we should be getting a good idea of what Fireteams work well. With the reduction (or balancing) of Fireteams is worked out on the gaming table, we can see that even with a 2 person link the +1 SD can make a difference. OBAN Fireteams: Karakuri with Yuriko ────────────────────────────────────────────────── 3 KARAKURI Mk12, Chain Rifle, Panzerfaust, Flash Pulse / Pistol, CC Weapon. (0 | 38) KARAKURI E/Mitter, Chain Rifle, Panzerfaust, Flash Pulse / Pistol, CC Weapon. (0 | 31) YURIKO ODA FTO Combi Rifle, Panzerfaust, D-Charges, Shock Mine / Pistol, CC Weapon. (0 | 23) 0 SWC | 92 Points Open in Infinity Army Two Karakuri with Yuriko to follow and patch them up as they go, drop mines, or do other engineer type stuff. She (for the most part) should not be shooting. BS12 MK12 with +1SD is pretty reasonable and Immunity (Enhanced) should keep them on their feet for a while. Duo Shikami ────────────────────────────────────────────────── 2 SHIKAMI Contender, Flash Pulse(+1B), Eclipse Grenades / Assault Pistol, AP + DA CC Weapon(PS=4). (0 | 42) SHIKAMI Contender, Flash Pulse(+1B), Eclipse Grenades / Assault Pistol, AP + DA CC Weapon(PS=4). (0 | 42) 0 SWC | 84 Points Open in Infinity Army Shikami have been upgraded massively in this addition. With Super Jump (8"), Mim (-6), and better BS with a much better Contender, they are a serious threat. With the ability to jump up to 16" in one order, they can be clear across the table and ready to go into CC safely under the Eclipse grenades or hose down units with Assault pistols at B4 +1SD. Two of them working together allows you to get almost anywhere in one or two orders and having redundancy and the +1 SD bonus. Domaru Fireteam ────────────────────────────────────────────────── 3 DOMARU (Lieutenant [+1 Order]) Chain Rifle, Contender, E/M Grenades / Pistol, E/M CC Weapon(PS=4). (0 | 23) DOMARU Chain Rifle, Contender, E/M Grenades / Pistol, AP CC Weapon(PS=4). (0 | 19) DAIYŌKAI Heavy Machine Gun, Panzerfaust / Pistol, AP + DA CC Weapon(PS=4). (1 | 50) 1 SWC | 92 Points Open in Infinity Army Domaru LT, Domaru, and the Daiyokai point man (whichever version you prefer) gets you a hard hitting unit with +1 order on the NCO, and all three have solid CC capacity if something gets too close. Add Tankos to the mix as you prefer. Shindenbutai: Tanuki Haris ────────────────────────────────────────────────── 3 TANUKI (Hacker, Hacking Device) Submachine Gun, Pitcher, Disco Baller ( ) / Pistol, CC Weapon. (0.5 | 20) TANUKI (Multispectral Visor L2) Heavy Machine Gun ( ) / Pistol, CC Weapon. (1.5 | 29) TANUKI (Paramedic) Boarding Shotgun, Contender ( | MediKit) / Pistol, CC Weapon. (0 | 20) 2 SWC | 69 Points Open in Infinity Army I'm really interested in trying this one out. With number 2 as a universal skill, they won't break the team after losing the point unit, and a 29 pt BS13 MSV2 HMG with Warhorse is pretty fantastic. I saw someone suggesting the Rui Shi as the point model but for 6 points you get Warhorse, HMG over Spitfire, +1 ARM, smaller silhouette, +1 BS, and a much better chance to use Dodge if necessary. I brought the Hacker as a specialist or for dropping discoballs or pitchers, and the paramedic in case the HMG gets hit, i can try and get him back together again, or if I need to use the Boarding Shotgun for close encounters. I'm also looking forward to when they release the models for them, they're one of my favourite new units for JSA. I'm using the Sohei models right now, because I certainly won't use them as Sohei. Hatamoto/Jizamurai team ────────────────────────────────────────────────── 3 HATAMOTO (NCO) Spitfire / Heavy Pistol, Monofilament CC Weapon, E/M CC Weapon(PS=4). (1.5 | 41) JIZAMURAI Submachine Gun / Pistol, DA CC Weapon(PS=5). (0 | 22) JIZAMURAI Light Shotgun, E/Mitter / Pistol, DA CC Weapon(PS=5). (0 | 24) 1.5 SWC | 87 Points Open in Infinity Army WIth the Hatamoto up front supported by two Jizamurai, this is a fast (both 6-2) link with a strong offensive punch and a very serious CC threat. Not many units will want to be within CC range of these 3. With a Nanoscreen, the Hatamoto doesn't even have to be concerned with cover, he can shoot from wherever he wants, with effective -6 to hit back. The Jizamurai are a little lighter but probably won't be the main target for any ARO's, but you still want to be a bit cautious with them as they are only 1W. This would also be considered a 3 person team so they can lose a Jizamurai and still get the +1 SD. Another similar link team is to replace the Hatamoto with the Shizoku w. AP HMG, but this model feels more like it would park in place and shoot rather than move forward where the Jizamurai would be more useful. What Fireteams have you been using in JSA? Has anyone tried or used a Core Keisotsu team, now that they've been updated and cleaned up?
This team can be done in vJSA too. I would change Oda to the E/Mitter version. That way there's two E/Mitters and two Panzers. It's a team that can do a LOT.
Trying a Keisotsu link team in theory. ────────────────────────────────────────────────── 5 KEMPEI (Multispectral Visor L2) Shock Marksman Rifle ( ) / Pistol, CC Weapon, PARA CC Weapon(-3). (1 | 22) KEISOTSU AP Rifle / Pistol, CC Weapon. (0 | 9) KEISOTSU Missile Launcher / Pistol, CC Weapon. (1.5 | 15) KEISOTSU (Hacker, Hacking Device) Combi Rifle, Crazykoala ( | ECM: Hacker [-6]) / Pistol, CC Weapon. (0.5 | 16) KEMPEI (Chain of Command) Boarding Shotgun / Pistol, CC Weapon, PARA CC Weapon(-3). (0 | 17) 3 SWC | 79 Points Open in Infinity Army For only 79 points you have a Kempei to be the primary shooter for the team, a backup Kempei with No.2 and CoC, a reasonable cost ARO ML with 6th sense and BS12 +1SD, a hacker that can drop Koalas (who would have thought a Keisotsu hacker would be a good option?), and an AP rifle in case.. That could be swapped for a Paramedic for only 3 more points. They're still only BS11, ARM1 and BTS0 so don't expect too much but it's 5 orders for < 80 points that can hold their own.
If I know I'm going up against Nomads. While not fantastic hackers, the Keisotsu are good chafe for the Daiyokai. ────────────────────────────────────────────────── 3 DAIYŌKAI Heavy Machine Gun, Panzerfaust / Pistol, AP + DA CC Weapon(PS=4). (1 | 50) KEISOTSU (Hacker, Hacking Device) Combi Rifle, Crazykoala ( | ECM: Hacker [-6]) / Pistol, CC Weapon. (0.5 | 16) KEISOTSU (Hacker, Hacking Device) Combi Rifle, Crazykoala ( | ECM: Hacker [-6]) / Pistol, CC Weapon. (0.5 | 16) 2 SWC | 82 Points Open in Infinity Army
The Horror ────────────────────────────────────────────────── 5 KEISOTSU (BS Attack [-3]) Thunderbolt / Pistol, CC Weapon. (0 | 12) KEISOTSU (BS Attack [-3]) Thunderbolt / Pistol, CC Weapon. (0 | 12) KEISOTSU (BS Attack [-3]) Thunderbolt / Pistol, CC Weapon. (0 | 12) KEISOTSU (BS Attack [-3]) Thunderbolt / Pistol, CC Weapon. (0 | 12) KEISOTSU Missile Launcher / Pistol, CC Weapon. (1.5 | 15) 1.5 SWC | 63 Points Open in Infinity Army
Ok - that's pretty cool. Long range ARO nightmare. Park 'em in a line on top of a building and sit back and wait.