KestrelM1

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About KestrelM1

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ITS

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  1. (1.5 | 14) is the special part. Few sectorials get to field an entire Core and an entire Haris and Chain of Command and still have points left over for 3 extra attacking pieces. The list you posted looks great for an "all comers" list - though like Mahtamori suggested, building to a mission is preferable. I personally prefer the standard Aragoto Lieutenant over Asuka Kisaragi, as I find the Light Shotgun is incredible for picking apart clustered enemies. You save 3 points, too, which you could use to upgrade your linked Keisotsu to Forward Observers, giving them a lot more defensive heft. You may not need it with a Karakuri Heavy Shotgun in the list as well, though, so try it out and see if it works for you.
  2. I use it quite often in Kuang Shi fireteams. It gives the team a lot more teeth against heavier targets, and is a much less suicidal option than the chain rifles.
  3. From Guts: "If the troop is inside a danger zone, such as the Area of Effect of a Special Skill or a weapon that uses a Template or that requires no LoF, it must move up to 2 inches in order to try to exit the danger zone, or declare itself Prone if it can prevent further Attacks that way." It's a nice consolation prize if you fail to break ARM.
  4. I play both Imperial Service and Vanilla ALEPH myself, so perhaps I can help here. You'll have to get used to playing with all your cards on the table - ISS lacks camo in a big way. You won't be able to lean on Nagas/Dasyus/Posthumans to do your heavy midfield work. Instead you will have Ninjas and Kanren, who have similar offensive potential but are much more fragile. The sectorial has a lot of opportunities for units to support each other. Smoke and MSV2, Remotes and supportware, sensors and sniffers and speculative/guided weapons, aggressive lieutenants and chain of command, Sophotects and the Su Jian... the list goes on. Kuang Shi are better than you think. The entire sectorial pivots around them, and their controller, in a big way, and you should absolutely try the Core fireteam at least once. They excel at causing huge damage at short range, especially considering their cost. ISS's biggest trap is trying to have too many fireteams. There are so many excellent Core, Haris and Duo options that it's tempting to try to fit many of them into a single list. When starting out I would highly recommend sticking to a single "main" fireteam and don't fret try to fit a second. Once you're more comfortable with the faction you'll be more comfortable building lists. I could go on for a while, but I think that's enough to get you started. Good luck, and welcome to the Imperial Service!
  5. I would probably not play this list in a Datatracker scenario. If forced, it would be Shinobu. I am very much not a fan of the "no marker state" restriction on Datatracker.
  6. Yu Jing comes across as having "bad snipers" because they don't do what people expect. People typically see a low-burst, DA weapon and immediately think "ARO piece," and that instinct makes perfect sense. The MULTI Sniper is a solid ARO weapon, if the platform supports it. What do you generally need to be a good ARO piece, though? Extra Burst is king, followed closely by TO/ODD or its lower level siblings, while Courage, Sixth Sense, MSV, and good BS/ARM/wounds are always nice additions. There's loads of skills that can improve things from there, but they don't have nearly as much impact as the first couple on the list. With that in mind, let's look at the kits that come on Yu Jing's MULTI Snipers, leaving aside mercs for now: Bao - V: Courage, MSV2, Fireteam: Haris, Fireteam: Core Celestial Guard - Fireteam: Core Keisotsu - V:Courage, Fireteam: Core Zhanshi - Fireteam: Core (SOON) Pheasants - V: Courage, MSV1, Marksmanship LX, Fireteam: Haris Raiden - V: Courage, Limited Camo Sun Tze V2 - MSV1, Marksmanship L1, V:NWI, Total Immunity, Elite BS Tiger Soldiers - AD: Combat Jump, Mimetism, Good BS Guilang - Camo, MSV1, Infiltration Ninjas - V: Courage, TO Camo, Infiltration There's bits and pieces of good ARO candidates there, but they're not found together. Even the standouts here look confused: Tigers have AD, Ninjas have a ton of CC, and the Guilang is paying for Infiltration. There's lots of good active turn skills in there, though: Marksmanship, MSV, Combat Jump, Infiltration... I'm starting to sense a theme. But where did all the good ARO skill packages go? Well, I think I figured it out: the Missile Launcher users showed up and mugged the MULTI Snipers and stole their skills: Keisotsu - V:Courage, Fireteam: Core Zhanshi - Fireteam: Core (SOON) Zhanying - Fireteam: Haris, Sixth Sense L2, Bioimmunity Hac Tao - V: Courage, TO Camouflage, Elite BS/ARM, 2W Haramaki - V: Courage, Fireteam: Core, Good BS/ARM, 2W Yan Huo - Neurocinetics, Elite BS/ARM, 2W Zuyong - Fireteam: Core (SOON), Good BS/ARM, 2W There they are! Look at that pile of beautiful, powerful ARO pieces. Sure, none of them are Fireteam: Enomotarchos + ODD + V:NWI, but they look a whole lot more purposeful than the snipers listed above. Most are cheaper than comparable snipers, to boot! To address the original post's question - what does Yu Jing do to deal with opposing snipers? They use snipers. Every non-LI sniper in that list has something that is designed to target opposing sniper pieces, whether it's a defensive modifier or an MSV to deny said modifiers. Yu Jing intends its snipers to be active turn pieces that proactively engage enemy forces and rely on other models, like the Missile Launchers above, to defend them in ARO. This can be a hard sell, for the simple reason that MULTI Snipers only shine in the 33"-48" range band, where they enjoy +3 to hit and the majority of other weapons are at -3 or worse. If you can maintain that kind of distance, MULTI Snipers are extremely effective, but that's not always an easy task. Counter-intuitively, skills like Airborne Deployment and Infiltration can actually aid in this endeavor, rather than hurt, though recognizing opportunities to do so can be very challenging. In short, Yu Jing's native snipers can be quite strong actively, but they require an amount of finesse and experience to use well. Finesse that's not required for Spitfires or HMGs, nor for ARO centerpieces like Phoenix, Sin-Eaters, and Nisses. And for that reason I think they'll remain perpetually unpopular. But there's two pieces of good news: number one, the Merc snipers available have what you're looking for, whether it's Knauf's MSV1 + Mimetism, Armand's ODD, or Lunah's Viral ammo. There's also opportunities for models like the Celestial Guard or Dakini to perform admirably, if given the right support. And if you still just can't find what you're looking for, I hear Pan-O is recruiting
  7. No worries, I can see how that was misleading!
  8. Phoenix's HRL is only +3 out to 32", so that broadens your options considerably. Or did you have a different ARO piece in mind?
  9. I think you gave Phoenix his +0 range band instead of +3 in those scenarios, because those numbers don't look quite right. I think you're on the right track, though - assuming +3 range bands is not the best way to think about taking out a piece like Phoenix. Your Sniper Rifle is +3 out to 48". The Missile Launcher is +3 out to 40". You've got smoke to force your way under 16" with a Spitfire. Why sit in his ideal range band when you can get a better engagement? Consider these numbers instead: Ninja Sniper (no surprise shot) @ 35": 32.49% vs. 8.8% (Phoenix needs 1s!) Haramaki ML (full link) @ 35": 54.54% vs. 20.36% Domaru Spitfire (full link) @ 12": 45.85% vs. 20.99% Rui Shi (no assisted fire) @ 12": 53.02% vs. 16.92% Suddenly the Ninja is the safest option, and the Haramaki the most decisive. When you're using B2 weapons for offense you can't afford to take "fair" fights. You have to use your range superiority to make the situation favor you instead. This is certainly harder and more restrictive than just brute-forcing your way with an HMG or HRMC, but I think it's an important thing to remember when trying to get the most mileage out of units like the Haramaki ML and Ninja Sniper. I will readily admit that the Ninja Sniper is for Rule of Cool and nothing else. A Rui Shi is much more versatile tool, and something I'd highly recommend if you want a more all-comers unit.
  10. Yeah, I will admit this can be a potential problem with this list. The Ninja Sniper is actually not bad against Phoenix from 33"+, as she reduces his BS to 1, but a good old MSV2 Spitfire would probably do better. Glad to hear you had fun with it, though, it sounds like you were able to bring home wins regardless. Thanks for writing it up, it was fun to read!
  11. Almost always Shinobu, as Smoke is your get-out-of-jail-free card. She's also the most efficient killer if she can get into CC, I reserve her so she can get the shortest line to high value assets. The Sniper has a ton of range so she isn't as sensitive to initial positioning.
  12. Sounds fantastic! And yes, definitely spend the last point to upgrade to DA CCW. I always forget to. My advice on the Ninja sniper is this: when going first, look for an opportunity to deploy on your opponent's table half if you think you can get into the back of their deployment zone. I've found this angle of attack is often completely unexpected and leads to a lot of kills. It's definitely risky, considering it's 8s to succeed, but even if you fail you can take up position on your friendly table edge and still work the ideal range band of the Sniper.
  13. Japanese Sectorial Army ────────────────────────────────────────────────── 10 4 SHINOBU Combi Rifle, Nanopulser, Smoke Grenades / Pistol, Monofilament CCW. (0.5 | 47) NINJA MULTI Sniper Rifle / Pistol, Shock CCW, Knife. (1.5 | 42) NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29) NINJA Hacker (Killer Hacking Device) Tactical Bow / Pistol, DA CCW, Knife. (0 | 29) HARAMAKI Missile Launcher / Pistol, DA CCW. (1.5 | 33) HARAMAKI Missile Launcher / Pistol, DA CCW. (1.5 | 33) HARAMAKI Blitzen, Contender / Pistol, AP CCW. (0 | 22) HARAMAKI Blitzen, Contender / Pistol, AP CCW. (0 | 22) DOMARU Lieutenant Chain Rifle, E/M Grenades / Pistol, E/M CCW. (0 | 25) TOKUSETSU EISEI Doctor (MediKit) Combi Rifle / Pistol, Knife. (0 | 14) YÁOZĂO Electric Pulse. (0 | 3) 5 SWC | 299 Points Open in Infinity Army Haramaki hold the fort, Ninjas do the active turn work. If you want to get good at getting things done with Shinobu or the Ninja Sniper, this is the list for you. I would not recommend this list for retaining friendships.
  14. With Chain of Command, this doesn't seem like a huge concern. You can usually bury your Kempetai behind the rest of the fireteam, such that they all have to get taken out before the Kempeitai goes down. You can reserve your O-Yoroi and place it far away from its biggest predator. If your opponent can freely kill a TAG and an entire fireteam through two mines, two CrazyKoalas, and an HI Haris, then you have bigger problems than Loss of Lieutenant. To me, it just seems like you're leaving free orders on the table. I can understand if the extra SWC is too much cost, but the Keisotsu LT's SWC tax makes that concern moot.
  15. Why the Keisotsu LT instead of O-Yoroi LT?