Here's a little tactica on the Ninja unit, based on the video below by Professional Goblin and a few notes added about it that have appeared on the net. Tactica Ninja Tactica Ninjas #### Introduction Ninjas are vulnerable, but they make up for it with their great tactical utility. The Ninja KHD, for example, can be very effective if used judiciously, particularly for laying mines or hacking enemy units. Players should be aware of the conditions necessary to maximize Ninja effectiveness: proximity to the enemy and sufficient orders to act safely. As Ninjas do not form a fireteam, they are classified as solo troops of accompaniment and/or surprise. #### Mission use Ninja usefulness is highly mission-dependent. Players must adapt their strategy to the specific objectives and conditions of each scenario. - Ninjas are often included in lists for their ability to quickly achieve objectives thanks to their infiltration and camouflage. - The MSR Ninja, although limited by its low BS, can be deployed in unexpected spaces to surprise the enemy. #### Basic Ninja Profile JSA Ninjas have received a significant upgrade in the N5 version of the game. Here are the main features and skills: #### Ninja categories Ninjas can be divided into three categories: those equipped with Tactical Bows, Submachine Guns/Boarding Shotguns, and the Multi Sniper. - The Tactical Bow is often considered a mediocre option, limiting possible engagements, but remains an economical option for a specialist. - SMG/BSG profiles are misleading, as they mainly shoot in the 8-16 range, benefiting from their Mimetism to compensate for their low BS (Ballistic Skill). - The MSR for long-range shooting. #### Weapon Sub-Profiles 1. **NINJA Tactical Bow, Shock Mine / Pistol, DA CC Weapon (PS=6)** : - Cost: 23 points. - Rarely used due to its low direct engagement capacity. It is generally preferred to the KHD version, which can be used as a hacker and as a specialist troop to capture objectives. 2. **NINJA Submachine Gun / Pistol, DA CC Weapon (PS=6)** : - Cost: 27 points. - Useful for short-range engagements thanks to its ability to surprise and its camouflage. 3. **NINJA MULTI Sniper Rifle / Pistol, DA CC Weapon (PS=6)** : - Cost: 31 points. - Ideal for horizontal lines of fire and ambushes, but ineffective on densely covered tables with high obstacles. - The Ninja MSR requires careful planning to be effective. It must be positioned to take advantage of its infiltration and sniper capabilities to create complex horizontal lines of fire, enabling it to overtake opposing AROs and surprise enemy units attempting to move in the open, such as alpha strikes. If this strategy is not implemented correctly, it's best to opt for another unit such as a second Raiden HRL (Heavy Rocket Launcher). - Specialist targeting**: Rather than targeting the main unit of an enemy fireteam, the Ninja Sniper can target specialists or support units, forcing the enemy to react unfavorably. 4. **NINJA (Hacker, Hacking Device) Submachine Gun / Pistol, DA CC Weapon (PS=6)** : - Cost: 33 points. - Creates complex traps and targets heavy units or vehicles. - Considered too costly by some players, the Ninja HD is often replaced by the more cost-effective Killer Hacking Device (KHD). 5. **NINJA (Hacker, Killer Hacking Device) Tactical Bow, Shock Mine / Pistol, DA CC Weapon (PS=6)** : - Cost: 25 points. - Capable of neutralizing enemy hackers, but limited by the absence of powerful firearms. - The Ninja KHD, while lacking any interesting firearms, is a valuable specialist troop in marker condition, capable of pushing objective buttons mid-table thanks to its Climbing Plus and infiltration skills, which enable it to go further faster. - Be aware of the vulnerability to hacking in the reactive turn phase. Use Ninja KHDs to take objectives and put a Reset on enemy hackers. 6. **NINJA (Forward Observer) Boarding Shotgun, Flash Pulse / Pistol, DA CC Weapon (PS=6)** : - Cost: 30 points. - Useful for missions requiring a Forward Observer, but less versatile than in previous editions. - Appreciated for its versatility, the Ninja FO is now a non-hackable specialist, equipped with a Boarding Shotgun and a Close Combat Weapon (CCW) with Surprise Attack. Its ability to combine ranged attacks and close-quarter engagements makes it particularly formidable. #### Tactical analysis and general tips - Martial Arts L3 and Double Action Weapons**: - Ninjas now benefit from improved close-combat capabilities and more effective weapons, making them formidable in close combat. - Climbing Plus**: - This skill offers increased mobility without compromising camouflage, enabling strategic deployments on rooftops. - Trapping Strategies**: - Ninjas can be used to set ambushes, particularly with normal hackers or snipers, to surprise the enemy and create advantageous situations thanks to surprising and advantageous angles of fire. - Several commentators point out that Ninjas can control a large part of the battlefield due to the camouflaged threat they pose and also for some of their mines, especially if used intelligently. - Use ninjas to assassinate or immobilize troublesome ARO pieces, then shoot the rest. Once you've controlled the middle of the table, you can start using CC. Opposing weapons are generally at their lowest potential during an ARO (example a comib rifle is 3 bursts on an active turn, while in ARO reaction it's 1 shot). - Limitations**: - Some profiles, such as Ninja with Tactical Bow and Shock Mine, are limited by their lack of direct engagement capability. - Ninja Multi Sniper is ineffective on tables with high obstacles, making its high cost less justifiable in these scenarios. - Players must ensure they have sufficient orders to use Ninjas safely and effectively, especially when close to the enemy. - Because of their weakness, players must be prepared to take calculated risks with Ninjas, especially when attempting to push buttons or lay mines in the middle of the table. - **Terrain adaptation**: - Always check the set layout before choosing Ninja profiles. For example, avoid Ninja Snipers on tables with high obstacles blocking lines of fire. - Points management**: - Although some profiles like Ninja Hacker Normal are expensive, their ability to create complex traps can justify their cost if used correctly. - **Synergy with Other Units**: - Combine Ninjas with other JSA units to maximize their effectiveness. For example, use repeater units (in the case of hackers) to provide bonuses or for others to use them to cover the main fireteam. - Ninjas can be used in conjunction with other similar units to maximize their effectiveness. With Shikami, for example, the two can work together to cover different angles of attack. - Objective Capture**: - Use smoke or eclipses to cover objectives and take them with specialist ninja troops. It's pretty silly, but you trade any effective gunfight for an objective capture. #### Conclusion JSA Ninjas offer great tactical flexibility thanks to their enhanced skills and varied weapon options. However, their effectiveness is highly dependent on the mission scenario and table layout. Players must therefore adapt their strategy accordingly to maximize the impact of these units on the battlefield.