Yojimbo Questions

Discussion in 'Japanese Secessionist Army' started by Ghost_X, Aug 28, 2018.

  1. Ghost_X

    Ghost_X Well-Known Member

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    I have a few questions about Yojimbo (I have never used him at all)

    1) Do you use the motorcycle version or the standing version of Yojimbo predominately?

    2) How does Yojimbo compare to other smoke generators like Saito? What does he do better? What is he not as good at?

    3) Finally, how does Yojimbo compare size-wise to the new N3 scale like Mushashi (does the slightly bent knee pose of the standing figure make him mix in pretty well or does he look tiny)?


    Thanks!
     
  2. colbrook

    colbrook Grenade Delivery Specialist

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    I can answer 3), Yojimbo is already "N3" scale, he was done by Fausto Gutierrez around the same time as the CombArmy starter and Operation Icestorm.
     
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  3. Teslarod

    Teslarod when in doubt, Yeet

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    Motorcycle version. There occasionally are a few cases when you want to leave the bike to avoid an ARO or to avoid getting a -3 to your Dodge.
    Yojimbo is Extremely Impetuous, PH14, BS12 and has the choice of Smoke Grenades and Smoke LGL while on his bike. You'll have to spend an Order if you want to cancel his Impetuous Move, he is Irregular and starts in your DZ. Saito is usually up field in HD or Marker State. Alone from that they perform very different task, but also work well together. I've used Saito quite often to lay a Smoke to cover a path for Yojimbo.
    As @colbrook said, +1 to size is fine and up to standard.
     
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  4. paraelix

    paraelix Seed Embryo Scholar

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    I have had some trash luck the past few games... but some thoughts;

    Like Aragotos, he is move 8-6, so don't be afraid to deploy him on the backline at the start of the game. He can make up the diference in no time.

    Don't forget he is bs12 with a smoke lgl. He doesn't need to be face checking corners to deploy smoke effectively.

    He and his Koalas attract 1 ARO. When able, poke a Koala around a corner with your fiest move in order to deny an enemy the chance to aro at Jimmy directly.

    Remember that setting perimeter weapons is a ZoC aro. So if Jimmy is about to be killed by a sneaky rear attack whilst still on his bike (change face at -6) you can opt to just set a minefield and eat the damage.

    In spite of having NWI, Jimmy is a bit of a glass cannon. Don't try and go tow-to-toe with tough CC troops in combat because you will rarely have a substabtial upper hand. Jimmy is better at just cutting down chaff - order monkeys hiding in the backline, or LTs cowering in a corner somewhere.
     
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  5. Section9

    Section9 Well-Known Member

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    Agreed, pretty much on all counts. "Mister Thirtysomething" starts out on his bike, though getting the most out of a bike takes practice.

    By starting out in your DZ, Yojimbo can lay smoke to protect the advance of other units like your other bikes. Saito and Shinobu tend to use the smoke to allow them to re-camo, only occasionally throwing smoke for other people's use.

    And Yojimbo is fine in comparison to all version of Musashi, or the new JSA sculpts. Original JSA sculpts were from the era of 'true 28mm scale', so are about the same size as the various Middle Earth minis from GW.
     
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  6. paraelix

    paraelix Seed Embryo Scholar

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    Also, he's super cheap.
     
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  7. barakiel

    barakiel Echo Bravo Master Sergeant

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    He's half the cost of Saito, doesn't need to make the choice of breaking Hidden Deployment/Camo when he throws smoke, and has two chances to land smoke before he has to start costing you Regular Orders from your pool.

    He has a launcher, not just thrown smoke, so he can more easily land smoke wherever it's needed across the board.

    JSA hates antipersonnel mines. They're a major danger for our TO camo units, bikes, etc. With Koalas and Yojimbo's speed, he can quickly relocate Koalas to sweep mines and clear paths for other units.

    Koalas are just good in general. They're a very helpful tool for defense, especially for protecting our backlines on Turn 1 before we've had a chance to set up Ryuken-9 in strong defensive positions with Suppressive Fire.

    He's a fast force multiplier for close combat. If one of your CC units blows its Surprise Attack and gets stalled, or you really need some extra Burst in melee, Yojimbo can quickly reach a fight and lend a hand.

    I basically include Yojimbo in every JSA list I build. I don't really view him as optional.
     
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