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===Light Infantry=== *'''Keisotsu Butai:''' Keisotsu are the basic troop for the JSA, and it doesn't get much more basic than them. Poor stats across the board. However, they have V:Courage and are VERY cheap. There are 3 Specialist options -Hacker, Forward Observer, and Paramedic-, but they have a very low WIP12. Individually, they are perfect order fillers. It's worth noting that they have the only normal Hacking Device in the army. **'''Kaizoku, Yuriko Oda:''' Yuriko Oda is the Dire Foes character based on the Keisotsu. However, she's far better trained and equipped: BS12, PH11, WIP13 with Hyper-Dynamics L1, Engineer, Minelayer, and V:Courage. The Engineer skill makes her a specialist with D-Charges. Minelayer comes with Antipersonnel Mines which allows her to protect the Deployment Zone as well as playing a shell game with <strike>Raidens</strike> HRL Ryukens and Ninja/Oniwaban you've opted to deploy as Camo markers rather than TO. Only PH11 (so her CCW weapon does the exact same damage in CC as her pistol, making it completely redundant), but she can Dodge and Change Face more reliably thanks to Hyper Dynamics. She has two loadout options: for 23pts, she gains a E/Mitter attached to her Combi Rifle, or for a 1pt more she gets a Panzerfaust instead. The most common choice is the Panzerfaust. Though E/M is a scary ammunition (and isn't limited to two shots), Domaru and Haramaki both have E/M weapons already and the Panzerfaust gives her a longer (and more forgiving) range band to shoot at. Also, using a baggage bot on her will refill both her Mines and Panzerfaust in the same order. **'''Core:''' The Keisotsu can link into an inexpensive, but formidable, fireteam. The support weapons are so cheap that Keisotsu have a reputation as a decent defensive team. Always take them in 5s to get that +3MOD bonus. If somehow, there isn't enough points for a 5th member, the team will not survive long due to their terrible BS10. Yuriko Oda can join a Keisotsu fireteam. She's able to provide deadly Panzerfaust support, capture objectives, and protect their flank with mines. Take a Keisotsu fireteam if you need a lot of points for the rest of the army. **'''Special Core:''' 3 Keisotsu, a Kempetai, and a single Domaru can join as a single team, providing a cheap way to give a Spitfire Domaru the bonuses of a full link team without having to invest in other HIs, or give your team of squishy specialists a beefy pointman to act as bodyguard and get them where they need to go. **'''UPRISING:''' Keisotsu lost the MULTI Sniper option (now the Ninja is the only JSA sniper and that particular loadout is overpriced due to all the CC stuff it also comes with). Just take two missile launchers; it's the same burst in reaction fire, and why are you using the Keisotsu in the active phase anyways (even with their poor BS, a HMG is still a HMG, and a fully linked Keisotsu with one is still effective in the active turn for helping you punch your way out of your deployment zone through sheer weight of fire)? *'''Kempeitai:''' Kempeitai are a very cheap source of Chain of Command, giving you another Specialist as well as letting you use your Lieutenant in an extremely aggressive manner (as is the JSA way). BS12 is decent, and WIP14 is great for objective capping (the CoC Kempeitai is tied with Kuroshi Rider for having the highest WIP of a JSA Specialist). Kempeitai also have a couple of support weapon options for mid range combat. The Spitfire offers a high burst weapon, and the Shock Marksman Rifle with MSV2 gives you a deadly Shock ammo in the same range bands (and pairs well with the Smoke Grenade characters JSA has access to or if you need someone to deal with ODD or discover markers). Unfortunately these two options do not come with Chain of Command. Has Sixth Sense Lv1, although you're likely to be taking him in a Keisotsu link and giving the team Lv2; and an Electric Pulse that seems a bit wasted on a model with CC15 (he also sports a CCW that does less damage in CC than his pistol). **'''Special Core:''' 1-2 Kempeitai and up to 4 Keisotsus (max five models) can form a link, adding a bit more durability with the Number 2 rule (Kempeitai can become the new Link Leader if the current one become Isolated or Unconscious/Dead), and to keep your Chain of Command model safer with the Fireteam bonuses. With the new weapon loudouts, the Kempei can add a decent mid range firepower in the Keisotsu team as well as a way to deal with Smoke or ODD. *'''Aragoto Senkenbutai, Advance Guard Regiment of Nippon:''' The Aragoto is one of the main attractions to the JSA, and why they have a reputation for speed. Aragoto are a well trained biker regiment unlike those dirty Kum Bikers from Haqqislam. They have a very nice assortment of weapon options, and with Mimetism they gain that edge against enemy fire. The most noteworthy options include: 19pt Boarding Shotgun for a very inexpensive short ranged gunfighter; Assault Hacker is a great and fast specialists especially for ITS missions like Supplies; The Spitfire is damn good alpha striker. Aragoto make for an excellent vanguard trooper. **'''<strike>Asuka Kisaragi, Aragoto Senkenbutai Jun-I:''' Asuka Kisaragi is the Aragoto character. She has similar stats as the regular versions. However, what makes her stand out is her weapons: Combi Rifle+LFT and Assault Pistol. She's VERY short ranged, but has nice damage output with a variety of tools. LFT to deal with ODD and Camo, Combi Rifle for short-mid range combat, and a high burst Assault Pistol for close encounters. She's also a very solid LT choice: WIP14 for the initiative roll off, and that extra LT order to spend freely thanks to Chain of Command Kempeitai</strike> **'''Kuroshi Rider, Aragoto Senkenbutai Rikugun Shoi:''' With Asuka MIA, the Kuroshi Rider takes her place. Kuroshi has the Aragoto platform with Asuka's same Combi Rifle + LFT. Instead of the Assault Pistol she is downgraded to Breaker Pistol. Her points feel artificially inflated with the AP+Shock CCW; She's got a great CC22, but no close combat skills to help with it (Martial Arts would have been worth it just so she can benefit from Stealth like Yojimbo). Overall, the Kuroshi Rider will perform the same as the previous Asuka's profile because of the similar loud out and platform - which begs the question: why did CB even bother replacing her? **Kuroshi Rider's WIP14 and Specialist Operative rule means she's tied with the CoC Kempeitai for being the most effective button pusher in JSA (you'll need something to use as a dismounted Kuroshi model in case you need to climb a ladder to get to it though) **It's worth noting that the Aragoto are well trained enough that they are normal Impetuous - allowing them to cancel their Impetuous Order without having to spend an order (unlike that crazy Yojimbo, who also loses out on Mimetism). *'''Tokusetsu Butai:''' Basic Doctor/Engineer troopers. Unfortunately, they have an awful BS10, but with a competent WIP13. As they share the same profile, you have the option of doubling up if you want one particular specialist twice (although you'll probably get more use out of just taking a G: Servant). *'''Warcor:''' Cheap and Irregular 3pt Flash Pulse dude with WIP13 and either Sixth Sense or a 360 visor. Take them if you got a few points left over. Don't underestimate how useful they are as an ARO piece. If you have command tokens to spare, their irregular order can be converted into a more useful regular order for the rest of your force in a pinch. New "Concilium Watch" rule means they can potentially score you an extra victory point in certain missions if they're able to get a non-null enemy trooper with a Concilium-banned weapon into their ZoC at the end of the game; incredibly unlikely to happen, but worth bearing in mind if you get the last turn and still have your warcor alive. *'''Ryuken Unit-9:''' The Unit-9 are the Raidan replacements. The first profile comes with a HRL, Limited Camo, and Mines. This is a nice little platform to send surprise fire templates at long ranges. However, the second profile seems to outshine. It comes with ODD, Forward Deployment L2, Mines, SMG, and D-Charges. With Minelayer as a base profile skill, this option can deploy with mines further up the board. ODD is nasty, but in Suppression Fire it becomes deadly (X-Visor is also in the base profile, so it nullifies the -3MOD in the 16"-24" range). The ODD option offers a whole lot of board control. **The models in the new Army box are modeled off the Major and Batou from Ghost in the Shell. As expected, the Major is the better of the two. **Alternatively, tossing two fire templates at +0 out to 48" is good against camo, ODD, multi-wound models, and Tohaa. If you have the midfield locked down with one of the HI links, consider Batou in a support role.
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