If breaking free from the deployment zone could be the greatest challenge of Jsa, then what Troops should one use to do so or what is the best way to do?
Like against what? Or why? There are several ways, like 'not being there' in the first place with infiltrators. And then there are lots of bikes that have trouble stying within your DZ in the first place... I don't like my DZ ────────────────────────────────────────────────── 9 1 6 KUROSHI RIDER Combi Rifle + Light Flamethrower / Breaker Pistol, AP + Shock CCW. (0 | 33) ARAGOTO Hacker (Assault Hacking Device) Combi Rifle + Light Shotgun / Pistol, Knife. (0.5 | 28) ARAGOTO (Killer Hacking Device) Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 25) ARAGOTO Boarding Shotgun / Pistol, Knife. (0 | 19) ARAGOTO Spitfire / Pistol, Knife. (1 | 26) YOJIMBO Contender, Nanopulser, Smoke Grenades, CrazyKoalas (2) / Pistol, DA CCW. (0 | 21) RYŪKEN (Forward Deployment L2, ODD) Submachine Gun, Antipersonnel Mines, D-Charges / 2 Breaker Pistols, Knife. (0.5 | 24) SHINOBU Lieutenant Combi Rifle, Nanopulser, Smoke Grenades / Pistol, Monofilament CCW. (1 | 47) ONIWABAN Submachine Gun, Nanopulser / Pistol, Monofilament CCW. (0 | 37) SAITO TOGAN (Specialist Operative) Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 40) 3 SWC | 300 Points Open in Infinity Army
1) Linked heavy weapons. Keisotsu HMG comes to mind first, because Keisotsu links tend to be more common, but a linked Tanko Missile can be effective as well (and has more room for error, since it has 2 wounds.) 2) Deploying out of the DZ. Personally I feel like the Oniwaban is the best way to get out of the DZ, since he can assassinate pretty much any piece deployed as an ARO. Ryukens work similarly for forward deployed pieces. 3) Smoke + MSV2. JSA will usually bring the necessary ingredients for this (linked Kempei SMMR or Rui Shi, Saito + Yojimbo seem to be in almost all of my lists.) Even in the kempei's bad range, you're still shooting 4 dice at 9s and inflicting a -6 against any non-linked ARO. The Rui Shi can shoot at 15 while inflicting a -9 if it manages to close the gap.
Ryuken SMGs deserve a mention as the X-Visor extends their +0 rangeband out to 24", combined with Infiltration and ODD they can be quite good at surgically removing ARO pieces. Then there's Saito and Yojimbo for laying down smoke so your Fireteam or bikes can get into their good range.
DZ is very cozy. Why leave? Spoiler But seriously, at least a second Ryuken-9 SMG (I assume you have JSA starter?) would be highly recommended. Not only are they going to help against those ARO pieces other people are mentioning, but the mines can also help quite a bit as a deterrent/speed bump against first turn pushes into your half of the board. Should give you some more breathing room.