Infinity/N4 Tactics/Japanese Sectorial Army

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Revision as of 12:11, 19 August 2021 by 1d4chan>Benutzernamuel (Heavy Infantry)
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An overview for faction units and tactics in N4. WIP

Why Play JSA?

You went to the LGS or the Infinity website and your weeb-senses instantly locked on the JSA action pack. This faction is packed with sci-fi samurais and ninjas. JSA is not great at shooting over long ranges, and have limited access to smoke and MSVs- but they make up for it with a boatload of Martial Arts and stealth. They win the game by slicing your opponents forces into pieces

Faction Features

  • Stabbing, shanking, slicing: JSA has got ALL you could want if it comes to CC. They don't really need to rely on this, but everyone else should fear their close combat fighters.
  • Strong midfield choices: Ninjas, Oniwabans, Ryuken are all really good and scary midfield units which are there to protect a certain area or push a button. Having a good start in the midfield makes moving up your paintrain way easier.
  • Minelayers: JSA can drop a lot of mines, repeaters and CrazyKoalas, which makes protecting their DZ way easier.
  • Stealth: Almost all the dedicated fighters in JSA have stealth- even their TAG has it! Be wary of your opponents sixth sense units and sneak your way into success.

Units Overview

Light Infantry

  • Keisetsu: The plain, listfilling LI. They aren't really good at anything but generating orders, but they're cheap, can form a core link and have a few specialist an SW profiles if you're in desperate need of something specific on a budget. They can bring one Domaru into their link.
    • Yuriko Oda: Yuriko does a lot, and does it really well. She's a wildcard engineer with MIM and a good chance of dodging, making her ideal to tag along a paintrain. Both her FTO profiles bring nice weapon options, but if you want to have her solo she even gets forward deployment 8"!
  • Aragato Senkenbutai: The Aragato are motorcycle units with both a HD and a KHD choice, making them efficient at zooming to where they need to be and do their hacker/specialist thing. If you don't need a specialist they also can bring a boarding shotgun or spitfire, otherwise they'll pack the combi rifle.
  • Kuroshi Rider: Gets dogged, FO and MA1, and a general boost on their stats for a few more points. She's also one of the rare sources of smoke in this faction, and has a LT option.
  • Kempetai: Kempetai are a wildcard option, bringing sixth sense and number two into a link. They have two CoC profiles, making your offensive LT options way more appealing. Also worth mentioning is the shock marksman rifle with MSV2.
  • Ryuken Unit-9:MIM (-6), minelayer and a X-Visor are the standout features. Brings two versions with a very different purpose. The more prominent one comes with camo and a HRL, this one's a very scary ARO piece. The second version comes with a SMG and forward deployment +8". It also carries around D-charges and there's a hacker option, which is really attractive for any sort of efficient button pushing and turning into a roadblock afterwards.
  • Tokusetsu Butai: These are the faction-generic doctor and engineer. One-purpose profiles, but cheap and reliable.
  • Warcors: 3pts for an irregular Flashpulse ARO. Fit him into your list whenever you got the slot and points, they're well worth it.

Heavy Infantry

  • Dayokai Dengekitai: 2,5 wounds, NCO, an actually decent BS and two nice weapon options make the Dayokai the ideal inclusion to a paintrain as the main gunfighter. Linkable with Domaru, which is also the reason their DA+AP CC is not that important- Domaru are just way faster.
  • Domaru Butai:
    • Takeshi 'Neko' Oyama:
  • Karakuri Special Project:
  • Shikami:
  • Tanko Zensenbutai:

Tactical Armor Gear

  • O-Yoroi: This TAG is very versatile. Minelayer with CrazyKoalas makes it harder for warbands to sneak up. MA L2 and an EXP CC makes it even harder for warbands to succeed after they dodged the Koalas. It also comes with stealth, probably for flavor reasons. The AP HMG is nice during active turn, but don't forget to park it in a safe spot before finishing your turn since AP isn't half as scary as the EXP ARO of main battle tags.

Remotes

  • Yaokong: As per usual with S3 remotes they come in a bunch of variations.
    • Chaiyi: Is the trusty flashbot.
    • Husong: The TR-HMG bot.
    • Son-Bae: The guided-missile bot.
    • Weibing: The FO gunfighter bot.
  • Yaopu Pangguling: The S4 baggage bots, come in the usual three varieties with EVO HD, TR bot with a combi rifle, or just a plain baggage bot.
  • Yaoxie Lu Duan: Holomask and Holoprojector make this S4 remote particularly fun in JSA since it can be disguised as a Bike! It also got minelayer with deployable repeaters, which is pretty sweet. The MK12 and heavy flamethrower (+1B) are solid weapons, and it's got MSV1 to shoot better against those pesky MIM units.
  • Yaoxie Rui Shi: Brings MSV2 and a spitfire, making it the S4 gunbot.

Warband

  • Ninjas:
  • Oniwaban:
    • Shinobu Kitsune:
  • Saito Togan:

Skirmishers

  • Miyamoto Mushashi: No smoke for this WB, but if your opponent can't keep him from getting into CC they've got a real problem. AP+EXP CC al MA L5, on a CC25 profile is NUTS. Irregular on his solo profile but can be taken as a FTO for a Tanko haris.
  • Yojimbo: He is so good. A motorcycling warband with smoke grenade launcher, and he's the cheapest source of smoke in the faction. Minelayer with CrazyKoalas makes your deployment zone a tad more safe. He's immune to Crits and has NWI, but since he's impetuous you still need to be careful. Lastly he is a very competent CC fighter, but honestly almost everything in JSA is.

Building Your Army

One to two short paragraphs on list building.

Tactics

  • Shoot Stab Enemy, Don't Die:
  • Don't Die:
  • Play the Objective: