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Miyamoto Mushashi in JSA. Redundant?

Discussion in 'Japanese Secessionist Army' started by Ogid, Jul 11, 2019.

  1. Weathercock

    Weathercock Well-Known Member

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    Remember, he's got a pretty beastly 6" Cautious Move with Stealth. You can get a lot of mileage out of that.
     
  2. Ogid

    Ogid Well-Known Member

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    Hehe, Yojimbo is a staple.

    That part is not bad, but it's highly situational and very order intensive (and if you miscalculate/some TO appears then say byebye to him). He is going to need something more shiny to convince me.
     
  3. Section9

    Section9 Well-Known Member

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    Musashi kinda suffers from being one of the oldest character profiles in the game. Even Joan1 is better.
     
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  4. ShadowDrake777

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    He needs a vortex grenade to pull enemies into cc to make use of his MA5.

    Doesn’t solve any aforementioned problems but MA5 is why I want to use him but will never get to make use of it.
     
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  5. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    MA5 should just let you engage/disengage without a roll/order expenditure and allow you to make a CC attack against anything you touch during the order. 6 inch death tornado.
     
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  6. Ogid

    Ogid Well-Known Member

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    Haha, that would be so OP XDD
    With that change Shinobu would be able to kill entire fireteams in one order.
     
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  7. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    How many players put their Fireteams in a 4 inch line?
     
  8. Ogid

    Ogid Well-Known Member

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    Depends a lot. It's very hard to keep them well perfectly spread because you don't want to break the link if you change the team leader, and the covers they can get also play an important role here.
    Maybe the not the full link, but 3 wouldn't be hard to do.
     
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  9. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    If you are putting three dudes within 4 inches of each other, it is absolutely your fault if you get hit by it. You are just begging to be shotgunned, spec fired on, or flamethrower'd at that point.
     
  10. Ogid

    Ogid Well-Known Member

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    It's not ideal I agree, but some scenography might force you to position them closer than you should; and oniwabans may get out of nowhere and position very well to start the 4 death inches walk. Also CC creates one of the most lopsided odds of this game so that would be very good.
    Even with a good distribution 2 models will be easily caught by it; unless you restrict your FT to one unique possible team leader and may also position some models ahead of him.
    It's a cool idea, but maybe too much with a MA5 TO, as an independent ability only for models without those delivery systems could be better.
     
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  11. csjarrat

    csjarrat Well-Known Member

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    Eclipse grenades would be perfect. Good for getting our backliners out of the DZ and good for getting him into CC without giving to much power to the ruishi trick
     
  12. Jedkar Midune

    Jedkar Midune Member

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    +1 to that. As stated in N4 recommendations, I think JSA need some kind of eclipse or split into white noise + more smoke. Shikami with eclipse could be a tad sickening, then again that s still at least 3 orders in addition to putting eclipse down to get in a position to hit something. Jeez imagine a duo of Shikami with eclipse grenade. Close combat vindicated!
     
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  13. Mahtamori

    Mahtamori Well-Known Member

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    Shikami would be just about the only one that kind of wouldn't be far too destructive to have Eclipse on. Unless it's put on a unit without melee ability that can't link with Domaru... so... like... Ryuken-9?
     
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  14. wuji

    wuji Well-Known Member

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    This is a cool thread idea. Since he was a tactician and not a general, he really does suit the purpose of low level Lt command benefits.

    I would make him a High Risk High Reward unit. His profile would get 3 ARM so he's a pseudo HI... Add Frenzy, regular Smoke Grenades, Tactical Awareness and change NWI to Veteran Level 2.

    I don't know his history, only that he was a master swordsman and a master tactician. If he was a good leader later in life, give him these two loadouts, CoC and Lt+Spec Op. Only Regular and only able to team with Tanko Haris. High Risk High Reward... With smoke, this allows himself to get him and his team up the table.

    This will show that he brings a three fold tactical advantage to JSA but only in his immediate influence. WIP 15 is now more useful because it's a Lt roll and an advantage on objectives and will still be a better ARO than smoke against most targets. TacAwareness for himself and his fireteam shows his literal tactical mind and directly benefits the JSA player where Musashi is on the table and no where else. If he wasnt a leader later in life. Just give him the SpecOp loadout only that can link with the team. This profile would still bring tons of tactical benefits of a pseudo HI with smoke to JSA and 1 more 30+ pt smoke throwing specialist is not going to break JSA BUT gives them one more cool option that would see more table time and would actually be something people pondered between Domaru and two Karakuri or Musashi and two Tanko.
     
    #34 wuji, Aug 28, 2020
    Last edited: Sep 7, 2020
  15. grampyseer

    grampyseer User of the "ignore" button
    Warcor

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    I think that there's a limited tactic where he's viable. In a Tanko link that advances, the choice is to ARO at a burst 2 missile, or allow the CC missile to move up unopposed. After 2-3 orders the ARO is likely nuked, or Musashi has used the Tanko threat to slingshot himself into midfield.

    Buuuuuuutttttt, that's a big opportunity cost in points, SWC, and orders.. That opportunity cost is often best spent elsewhere.

    Still, it sounds really fun.
     
  16. csjarrat

    csjarrat Well-Known Member

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    It's the age old problem of having a CC specialist with no delivery mechanism. He'll never be good until he's got smoke, infiltration or a camo state (or a mix) because he faces competition from CC troops that do have those skills here.
    Outside of missions like front line where the enemy comes to you, there's very little need for CC specialists that deploy in your DZ
     
  17. wuji

    wuji Well-Known Member

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    I think they pigeonholed him by making the Tanko Haris reliant on him and they did it cause they didnt want to give him Smoke cause it would make him and auto include and players would be sad cause he'd be wrecking shit regularly.

    Options

    +1 B Flash Pulse on WIP 15. Win the battle before the fight.

    Holoechos minus the Tanko. Makes more of a duelist.

    Dodge 17, weak buff but it's the minimum.

    Sixth Sense so he cant be assassinated.

    FD 1.

    Albedo. JSA needs something Reflective.

    Strategic Deployment. Boon to the Tanko and any wildcards in his fireteam...

    Nanoscreen. Not my favorite but whatever.

    I'd prefer just modifying a skill he already has or something that flavorfully suits and these are what I came up with
     
  18. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    I actually think he looks a lot more distinguished from other stuff now. Shock Immunity is a huge buff, because it guarantees he gets the second wound. Oyama lost AP+EXP, so that leaves Musashi as the big AC2 killer. And MA5 is now decisively the best level of Martial Arts.

    With the cost reduction to Tanko, and the SWC opened up both by game-wide SWC decreases and JSA-specific decreases (Rui Shi), the Haris is looking like an option to me.
     
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  19. Kumatake81

    Kumatake81 Well-Known Member

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    You can even take Yuriko or a kempei in this Link now for a specialist
     
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  20. Teslarod

    Teslarod when in doubt, Yeet

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    With a Wildcard MSV2 Kemp in his Link to get him where he needs to be and a cheaper Tanko to drag along for an opportunistic Template, must say I like the guy. Not being a HI and being hyper deadly as always is useful.

    Berserk can't be used in ARO against him and he gained Shock Immunity too (very nice vs Mines in particular). Together with the Tanko for extra Bin CC he should be able to beat pretty much anything in his Active turn including NBW/Ikohl/Para CCWs.

    New Dodge Move not triggering AROs lets him get into CC safer on occasion. More Smoke in the Sectorial helps too.
     
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