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Scottcd

Domaru Butai Review

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I've been working on troop reviews for each faction on my blog and I recently finished a good one about the Domaru Butai. I've been trying to work on one heavy for each faction.

On a separate note, I've been struggling a bit in my league so far. I played Haqq for a long time and the transition to JSA has been a rough one for me. Any advice you guys have on strategy would be greatly appreciated. I get really caught up with the low BS of the Keisotsu and frankly most of the troops. It has been very hard for me to come up with a list that I feel comfortable playing. We are currently playing a 150pt league all focusing on the antenna missions. I have lost nearly all of my troops in every game so far. Part of that is due to the luck of the dice, but also I just feel like my guys are so much weaker than Haqqislam. As a side note I played Haqqislam Bahram. 

Edit*

I've come back with part two of my review and I followed up with some solid lists and some cool synergies to try out with the Domaru in both Vanilla and JSA. You can find part 2 here. I didn't want to create a new post for this since it's just a part 2. 

Edited by Scottcd
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1 hour ago, Scottcd said:

I've been working on troop reviews for each faction on my blog and I recently finished a good one about the Domaru Butai. I've been trying to work on one heavy for each faction.

On a separate note, I've been struggling a bit in my league so far. I played Haqq for a long time and the transition to JSA has been a rough one for me. Any advice you guys have on strategy would be greatly appreciated. I get really caught up with the low BS of the Keisotsu and frankly most of the troops. It has been very hard for me to come up with a list that I feel comfortable playing. We are currently playing a 150pt league all focusing on the antenna missions. I have lost nearly all of my troops in every game so far. Part of that is due to the luck of the dice, but also I just feel like my guys are so much weaker than Haqqislam. As a side note I played Haqqislam Bahram. 

150 points is too low for any meaningful advice. It's going to be "bring rock next time your enemy brings scissors". That said, try this - linked keisotsu missile is phenomenal; value:

 

logo_203.png Japanese Sectorial Army
──────────────────────────────────────────────────

orden_regular.png8  
logo_1.pngKEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)
logo_1.pngKEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)
logo_1.pngKEISOTSU Combi Rifle / Pistol, Knife. (0 | 9)
logo_1.pngKEISOTSU Missile Launcher / Pistol, Knife. (1.5 | 14)
logo_2.pngKEMPEI (Chain of Command) Boarding Shotgun / Pistol, CCW, Electric Pulse. (0 | 21)
logo_23.pngSAITO TOGAN Combi Rifle, Smoke Grenades / Pistol, EXP CCW, Knife. (0 | 39)
logo_6.pngDOMARU Lieutenant Chain Rifle, E/M Grenades / Pistol, E/M CCW. (0 | 25)
logo_26.pngYURIKO ODA Combi Rifle, Panzerfaust, D-Charges, Antipersonnel Mines / Pistol, CCW. (0 | 24)

1.5 SWC | 150 Points

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9 hours ago, Scottcd said:

I've been working on troop reviews for each faction on my blog and I recently finished a good one about the Domaru Butai. I've been trying to work on one heavy for each faction.

On a separate note, I've been struggling a bit in my league so far. I played Haqq for a long time and the transition to JSA has been a rough one for me. Any advice you guys have on strategy would be greatly appreciated. I get really caught up with the low BS of the Keisotsu and frankly most of the troops. It has been very hard for me to come up with a list that I feel comfortable playing. We are currently playing a 150pt league all focusing on the antenna missions. I have lost nearly all of my troops in every game so far. Part of that is due to the luck of the dice, but also I just feel like my guys are so much weaker than Haqqislam. As a side note I played Haqqislam Bahram. 

In the Fireteam Duo part of your article it's Domaru "'Neko' Oyama" not Ayama which incidentally sounds a bit like Pumpkin in Spanish.

Regarding what you were talking about with the core fireteam, I think it should be mentioned how Haramaki fit into the picture with them, them being cheaper and better at shooting when linked. BS 13 contenders/blitzens are very different from Chain or combi rifle Domaru and add  a lot in the reactive turn that isn't to be undersold.

 

Hard to say what might be going wrong in your 150 point games. Those in general small point games have a large sway. I think you'll just have to make sure you have your bases covered in general. JSA doesn't have the luxury of as many elite LI like Haqqislam's Muyibs or Govads, where even the basic Ghulams have a lot of versatility with high WIP and shotguns. JSA plays more into the strengths of Keisotsu fueling Assassins and their decent HI. The Domaru-Haramaki link is super tough to deal with even though it has no specialists.  Luckily KHD Ninjas are pretty cheap for both assassinating and doing objectives, Saito Togan or an Oniwaban can be a definite thorn in one's side like a Fiday. The Rui Shi can be a great source of Anti-camo firepower with a MSV2 for a mere 21 points. Without knowing the specifics it's hard to tell you what to do, but there are many versatile sources to help you. 

I personally like the Karakuri because they're surprisingly durable specialists with options of template weapons, flash pulses and DEP for good ARO, and a Mk 12 or Combi Rifle for shooting decently in the active turn and getting into suppressive fire. 

the Huanglong's got a good list you should probably try, but I would try to field a Combi Karakuri + regular Ninja instead of Saito and Yuriko as I tend to not like fielding named characters for beginning games but that's just me.

 

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I like to do what the huanglong did with the Domaru Lt.; you can use the Lt. with less caution than you normally would because you have the Kempetai Chain of Command. I'd include that option in a review of the Domaru.

Consider playing Recon 2.0 missions. They're scenarios and rules made by Ash Barker with greater limitations and a 150 point rules cap.

Have you read the stickied thread on JSA tactics? It's outdated in some respects because of rules changes but the core messages remain true.

A good JSA list at 150 points, which can also be used for Recon 2.0:

Domaru Chain Rifle Lt.

Kempeitai CoC Boarding Shotgun

Kempeitai Combi Rifle

2 Keisotsu Forward Observers

2 Keisotsu

Keisotsu Missile Launcher

Raiden HRL

Tokusetsu Doctor

It has enough specialists, 10 orders, multiple fireteams (use Command Tokens to switch Fireteams). Minelayer, which the Raiden has, helps protect your deployment. This list doesn't invest much in things that are potentially too circumstantial, like MSV for example. If you do come up against MSV, you haven't invested too much in Camo.

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Bikes are a good asset for JSA in low point games. They're relatively inexpensive, and their speed means they can make great use of the lower number of orders you're likely to have in low point games. Fewer bodies also means your opponent won't have as much defense to keep bikes away from his troops. 

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Have to agree with the bikes. They are excellent push through and sweep models for cheap. A lot of people aren't ready for that.

In regards to the Domaru review, pretty solid overall though BS12 is low end for HI. BS13 is baseline with only the Domaru, Shikami, Magister, and Iguana operator coming to mind as lower.

Also the Domaru got replaced in the Red Veil era Yu Jing starter with the Zuyong.

They are pretty boss door kickers and close area denial specialists.

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13 hours ago, Stormygeddon said:

the Huanglong's got a good list you should probably try, but I would try to field a Combi Karakuri + regular Ninja instead of Saito and Yuriko as I tend to not like fielding named characters for beginning games but that's just me.

 

I tend to agree with this. I didn't generally take named troopers in my Haqqislam, I find them to be overpriced when I can take a cheaper model and get the same job done for the most part and beef up another part of my team. 

 

8 hours ago, Barakiel said:

Bikes are a good asset for JSA in low point games. They're relatively inexpensive, and their speed means they can make great use of the lower number of orders you're likely to have in low point games. Fewer bodies also means your opponent won't have as much defense to keep bikes away from his troops. 

I had been trying Yojimbo, but I think I am gonna try out the Aragoto instead for a while. I played a game tonight that went fairly well for me. I'll write up a report in a day or two on it. We tied tonight 4 to 4, but he killed more of my troops. 

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Yojmbo is a support piece. He's going to act differently than pretty much any other unit in JSA. His first role is as a reliable smoke dispenser, and then he can handle the role of melee missile and area denial as well. He isn't really a gunfighter, especially compared to the Mimetism and great ranged weapon options of the Aragoto.

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Don't forget that playing buffed REM is a good way to get cheap firepower. Clean the way, then unleash your samurais!

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On 3/16/2017 at 11:42 PM, Barakiel said:

Yojmbo is a support piece. He's going to act differently than pretty much any other unit in JSA. His first role is as a reliable smoke dispenser, and then he can handle the role of melee missile and area denial as well. He isn't really a gunfighter, especially compared to the Mimetism and great ranged weapon options of the Aragoto.

Agreed, I always take Yojimbo in addition to Aragoto.  Course, when I run bikes, I usually run the full 6 bikes:  Asuka, 2x Aragoto Spitfires, 2x Aragoto hackers, and Yojimbo.  That's 160 points and 3SWC, so you can throw some pretty serious models into your list to support the bikes, or to actually do the mission while the bikes serve as a distraction.

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7 minutes ago, Section 9 said:

Agreed, I always take Yojimbo in addition to Aragoto.  Course, when I run bikes, I usually run the full 6 bikes:  Asuka, 2x Aragoto Spitfires, 2x Aragoto hackers, and Yojimbo.  That's 160 points and 3SWC, so you can throw some pretty serious models into your list to support the bikes, or to actually do the mission while the bikes serve as a distraction.

^Quoted for truth. 

Although i tend to swap one of the spitfires for a boarding shotgun....... But that's just me. (There's just something refreshing about doing doughies around the enemy cheerleaders while pasting them with +6 to hit.)

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A local player has had a great amount of luck (read: stymied a ton of players for a bit) by using bikes, pushing them forward up the board first turn, then using a coordinated order to put them in suppression at the same time. It gave him enough time/required enough resources, that the rest of his stuff could move around and get work done while the other player was busy digging out those bikers.

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22 hours ago, shivermoon42 said:

A local player has had a great amount of luck (read: stymied a ton of players for a bit) by using bikes, pushing them forward up the board first turn, then using a coordinated order to put them in suppression at the same time. It gave him enough time/required enough resources, that the rest of his stuff could move around and get work done while the other player was busy digging out those bikers.

A very effective tactic. 

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On 3/19/2017 at 2:11 AM, Section 9 said:

Agreed, I always take Yojimbo in addition to Aragoto.  Course, when I run bikes, I usually run the full 6 bikes:  Asuka, 2x Aragoto Spitfires, 2x Aragoto hackers, and Yojimbo.  That's 160 points and 3SWC, so you can throw some pretty serious models into your list to support the bikes, or to actually do the mission while the bikes serve as a distraction.

Wow. This I must do. I'm definitely going to run a list like that soon. In my league were currently only playing 150 for the next month so it will be a while before I can play around with 6 bikers. 

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On 3/21/2017 at 11:27 PM, Scottcd said:

Wow. This I must do. I'm definitely going to run a list like that soon. In my league were currently only playing 150 for the next month so it will be a while before I can play around with 6 bikers. 

Bikes take a lot of practice to get right, since you need to move them to end up completely out of LOS of the enemy (as Impetuous troops, Bikes don't get cover).  Also, avoid template weapons like flamethrowers and chain rifles.

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