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Viable 2x o-yoroi?

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Viable 2x o-yoroi?

by cochise » September 29th, 2014, 9:57 pm

First of all I have to explain that I haven´t got a clue of this game yet, I want to start an army and just took a look at the game range.
I happen to like the Yu-Jing faction, specially these models: Aramoto and O-Yoroi, mechs and Akira style bikes!
Recently I saw the new Yojimbo miniature, and adding a Kurosawa character to the mix just won me completely.
I tried to figure out a list with these models in mind and came with something like this:

JAPANESE SECTORIAL ARMY
GROUP 1 (Regular: 7/Irregular: 1):
ASUKA KISARAGI Lieutenant Combi Rifle + Light Flamethrower / Assault Pistol, Knife. (28)
ARAGOTO Hacker (Hacking Device) Combi Rifle + Light Shotgun / Pistol, Knife. (0.5 | 37)
O-YOROI HMG + Heavy Flamethrower, CrazyKoalas (2) / EXP CCW. (2 | 85)
O-YOROI PILOT Pistol, CCW.
O-YOROI HMG + Heavy Flamethrower, CrazyKoalas (2) / EXP CCW. (2 | 85)
O-YOROI PILOT Pistol, CCW.
KEISOTSU Combi Rifle / Pistol, Knife. (9)
KEISOTSU Combi Rifle+ Light Grenade Launcher / Pistol, Knife. (0.5 | 14)
KEISOTSU Paramedic (MediKit) Combi Rifle / Pistol, Knife. (12)
YOJIMBO Contender, Nanopulser, Smoke Grenades, Light Smoke Grenade Launcher, CrazyKoalas (2) / Pistol, DA CCW. (28)

5 SWC | 298 Points
ARMY CODE: eNozMlZVNbK0UDVVNTJRM1IzrDFWMwGS5mqGcNIQShqDSQsgaWQKElItMwEAm3INgw==

My question is: is this list viable? I´ve read a lot about how in infinity every list can work, but it seems quite extreme in comparison with others I've been seeing around.

Thanks in advance for any comments!
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Viable 2x o-yoroi?

by Scorch » September 29th, 2014, 10:13 pm

Hm, you have to take a couple of things into account with Infinity
- orders: orders allow you to act. Your list is low on orders. Only 7 regular. try to aim for a 10 order minimum for 300 points. You can bring all the big guns you want, but without orders, you can't do much.
- defense: what can the enemy bring to the table? Every model in infinity has weak spots. O-yoroi can be hacked for example. And you don't have any hacker to defend him against it. That's a big hole in your defens. If I took a strong hacker, I probably wouldn't be scared of this list. He could turn your O-Yoroi against your own.
Weak spots: your bikes are impetuous, that means they are a bit out of control. They move, wether you want it or not. You have two. The keisotsu all carry combi rifle and aren't a great unit on their own. Cheap, but no good stats. See of you can put them in a link team of 5. That gives them boosts, making them decent.
JSA can hit like a brick, but not with combi rifles. They normally bring some hard and damaging weapons.

Some tips. 2 TAGs sounds awesome. But they are expensive, leaving not much rooms for other cool stuff. It's a cool list, but can be countered easy. Drop one tag, and you're without much else: another tag wil few orders. You'll probably be outflanked quickly.

Best is to go for a mix of things. Take camo, spitfires, HMG, combi, missiles. Fast and fragile units. Slow and though units. Look into the strengths of your army and try to find solutions for your weaknesses.
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Re: Viable 2x o-yoroi?

by cochise » September 29th, 2014, 10:26 pm

Thanks for the input, I´ll try again keeping only one TAG and the Yojimbo (as those are the minis I like the most).
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Re: Viable 2x o-yoroi?

by cochise » September 29th, 2014, 11:10 pm

How about this one?

Image JAPANESE SECTORIAL ARMY
──────────────────────────────────────────────────

GROUP 1 ImageImageImage9 Image1 Image1

ImageYOJIMBO Contender, Nanopulser, Smoke Grenades, Light Smoke Grenade Launcher, CrazyKoalas (2) / Pistol, DA CCW. (28)
ImageO-YOROI HMG + Heavy Flamethrower, CrazyKoalas (2) / EXP CCW. (2 | 85)
ImageO-YOROI PILOT Pistol, CCW.
ImageKEISOTSU Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 21)
ImageKEISOTSU Combi Rifle / Pistol, Knife. (9)
ImageKEISOTSU Combi Rifle / Pistol, Knife. (9)
ImageKEISOTSU Missile Launcher / Pistol, Knife. (0.5 | 25)
ImageKEISOTSU HMG / Pistol, Knife. (0.5 | 18)
ImageSHINOBU Lieutenant Combi Rifle, Nanopulser, Smoke Grenades / Pistol, Monofilament CCW. (1 | 50)
ImageKEMPEI (Chain of Command) Combi Rifle / Pistol, CCW, Electric Pulse. (24)
ImageRAIDEN (X Visor) Heavy Rocket Launcher / Pistol, Knife. (1.5 | 31)

6 SWC | 300 Points

Open with Army 4
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Re: Viable 2x o-yoroi?

by Section9 » September 30th, 2014, 3:56 am

Shinobu is generally not a good Lieutenant because of her TO Camo. TO Camo can start in Hidden Deployment (no model or even a marker on the table), but if she does and is the LT, your force starts off in Loss of LT. That's a really bad thing in the current edition of the rules. Potentially game-ending, in fact.

I would sooner run the O-Yoroi as my LT than Shinobu. And to be honest, I'd probably run a Ninja hacker instead of Shinobu most of the time. If my regular opponent liked bringing Saladin or Sun Tze, I'd consider taking Shinobu. She's kinda iffy right now, very high risk to go after hard targets. If she hits and wounds or crits, life is good. If she fails to wound, she is very likely dead.
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Re: Viable 2x o-yoroi?

by cochise » September 30th, 2014, 7:32 am

How about this?
Would it be better to have the O-yoroi as the lieutenant?

[Image JAPANESE SECTORIAL ARMY
──────────────────────────────────────────────────

GROUP 1 ImageImageImage9 Image1 Image1

ImageO-YOROI HMG + Heavy Flamethrower, CrazyKoalas (2) / EXP CCW. (2 | 85)
ImageO-YOROI PILOT Pistol, CCW.
ImageKEISOTSU Missile Launcher / Pistol, Knife. (0.5 | 25)
ImageKEISOTSU HMG / Pistol, Knife. (0.5 | 18)
ImageKEISOTSU Combi Rifle / Pistol, Knife. (9)
ImageKEISOTSU Combi Rifle / Pistol, Knife. (9)
ImageKEISOTSU Lieutenant Combi Rifle / Pistol, Knife. (2 | 9)
ImageNINJA Hacker (Hacking Device) Combi Rifle / Pistol, Shock CCW. (0.5 | 48)
ImageYOJIMBO Contender, Nanopulser, Smoke Grenades, Light Smoke Grenade Launcher, CrazyKoalas (2) / Pistol, DA CCW. (28)
ImageSHINOBU Combi Rifle, Nanopulser, Smoke Grenades / Pistol, Monofilament CCW. (0.5 | 50)
ImageTOKUSETSU KOHEI Engineer Combi Rifle, D-Charges / Pistol, Knife. (14)
ImageYÁOZĂO Electric Pulse. (3)

6 SWC | 298 Points

Open with Army 4
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Re: Viable 2x o-yoroi?

by Scorch » September 30th, 2014, 8:52 am

That could work, although I'd personally drop Shinobu for a Raiden or something else.
TO camouflage is nice, but if you start them in hidden deployment, they don't generate orders. So if you hide your Ninja and Shinobu, you leave two orders hanging. Puts you back to 7, as Yojimbo's order can only be spent on him. Too much TO will hurt you.

The Raiden is a normal camouflage, which will generate an order as he starts as a token on the field.
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Re: Viable 2x o-yoroi?

by cochise » September 30th, 2014, 9:40 am

Thanks guys! I guess this should be moved to the army lists subsection?
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Re: Viable 2x o-yoroi?

by Claudius Sol » October 2nd, 2014, 10:18 pm

Moving it for you.


To comment about the list... I don't think it's impossible to play a list with only 8 models, 1 of which is irregular. Especially when two of those models are impetuous. In advanced stages of the learning curve, those Impetuous orders can be used to really great effect. Though, being new, you would undoubtedly lose those Aragotos very quick to AROs or mines or other such perils.

(This is a comment regarding your first list)

With regards to your second list... I'm a fan of hiding Lt.s within line troops. Of course, JSA has some pretty ready access to Chain of Command models. So these would be my recommendations:

Set your O-Yoroi as Lt.
Trade out Shinobu for an Aragoto with Spitfire and a Kempeitai with Chain of Command.
You could then spend the remaining points to upgrade some of the Keisotsu (forward observers gives you decent mid/long range AROs with flash pulse).

Plenty of hard hitting power, defensive staying power, and some surprises to keep your opponent guessing. (Nothing puts an opponent more at unease than a JSA list with only 9 models visible at the start)
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Re: Viable 2x o-yoroi?

by Section9 » October 3rd, 2014, 8:34 am

Claudius Sol wrote:(Nothing puts an opponent more at unease than a JSA list with only 9 models visible at the start)

Except maybe a JSA list that's only showing 8 models at the start of the game, and seems to be ~100 points light! :lol:
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Re: Viable 2x o-yoroi?

by Claudius Sol » October 3rd, 2014, 6:34 pm

Section9 wrote:
Claudius Sol wrote:(Nothing puts an opponent more at unease than a JSA list with only 9 models visible at the start)

Except maybe a JSA list that's only showing 8 models at the start of the game, and seems to be ~100 points light! :lol:


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