Something in the Night – MW Japanese Overview
At long last the FOW drought is over. Charging out of the Jungle with a shout of Banzai is the Pacific book and with it the most unique nation with the most special rules. Strap in as we delve into MW Japanese.
Overview
First off it’s important to note that all the nations in the Pacific book have been designed and tested to work against North Africa and Eastern Front armies. This is not a stand-alone period or theatre.
Secondly the recent addition of points balancing for MW via the Dynamic Points option is also catered for. While the ‘book points’ align for the vs the other books, a set of Dynamic point adjustments for all the Pacific Nations has been prepared for the book release. As you would expect Japanese light armour has gone up in price a bit.
So what’s special?
It is perhaps easier to say what is not special about Japanese. They have a lot of rules for them.
Lets start with the big one….you can’t stop their assaults with defensive fire. Yes that right I don’t care how many hits you got, as long as someone remains alive they get in. Given their counter attack is 3+ and can be improved via command cards or Naval Infantry to 2+ (with HQ re-roll) that’s pretty nasty. On the flip side they only get a 4+ save in Defensive fire therefore hit on 3 infantry even with 10 assaulting teams could be stopped by 30 shots of DF. That sounds a lot but pulling off a full platoon assault is unlikely, but 15 is more achievable to stop 5 stands. I see HMGs becoming more popular.
Of course those numbers go up a lot when they attack at night. I am not going to lie, with forces now hit on a base of 4 at night that means 4 shots are needed to kill a stand and that is a big deal, especially when they have access to cheap smoke to make them 5+ to hit. However before we all panic step back a bit. How often do you see someone night attack? Not often right, and that’s because if you don’t pick Defend then its not really a problem. So if you are a defensive army you need to decide if you want to face Night Attacking Japanese or pick Maneuverer or Attack.
Japanese are also cheeky little Wood Elves who can dash 12″ (30cm) through terrain instead of 8″ (20cm). This basically means you will be facing a second turn charge especially as they also charge 6″ (15cm) thanks to Banzai. Its important to remember that turn 1 they can assault up to 18 inches (45cm) (8″ move, 4″ follow me and 6″ charge). That increase to a 34″ (75cm) threat range on turn 2.
Not to be left out the Japanese Tanks also get a special rule where they can contest objectives when bailed and shoot defensive fire and even fight in assault.
Forces
The Japanese get army formations with a range of light (very light!) tanks and an infantry company (which can be raised to veteran via command card) alongside Naval infantry and light tanks who have a slightly different structure and better general stats. It’s worth noting that all Japanese forces are rated as aggressive and being made veterans doesn’t change this.
Japanese artillery and guns (except AA) only come in platoons of 2 but many artillery options have the ‘fire bursts’ special rule where they don’t have to re-roll hits for having less than 3 guns. Mortars are also 4 strong and are a well costed option for smoke, alongside the 70mm, 105mm and 75mm field artillery.
Tank formations are based around a common 3 platoon structure but do include recce tankettes as core which is a good bonus as it helps with core formaiton strength. They really aren’t that expensive either, a full for formation with 17 x Type 95s and 5 x Type 97 tankettes is only 35pts (using dynamic points).
As you can see they aren’t that amazing but guess what…they can night attack (along with every other Japanese Formation!).
For context this is what the Japanese call a ‘heavy’ tank with FA3! However it is 44pts for 17 with 5 recce tankettes. To get all 17 to AT8 that’s an another 17pts which honestly seems a lot especially when AT8 is still insufficient to deal with medium armour. Frankly you are better off with the AT5 for anti recce and armoured cars etc plus it has HE for getting rid of guns thanks to its FP3+ #nobrainer
Infantry
Of course the Japanese are all about the infantry and you are going to want some.
In full disclosure there will be an article coming where you run 6 x platoons backed up with smoke and just charge your enemy (A bit like the bomber always gets through), but as a minimum I think you will be wanting 3 platoons to make the most of always getting a charge off (unless you all die). Standout additional platoon are the 70mm guns with have an okay bombardment with 2 guns (don’t have to re-roll hits) but importantly give you smoke. HMGs a bit meh unless you plan to face other Japanese (which will be a blood bath of a match) and rapid fire guns allow you some cheap AT8.
3 x full platoon with 30 x infantry stands, HQ and 9 x 50mm mortar stands is only 32 pts.
The Naval infantry are more competitive. They can take 4 platoons (which you will want) alongside core 70mm guns and mortars both with smoke backed up with the best guns the Japanese have, 4 x75mm AA guns which are ROF 2 AT10 AP3 although with a 4+ save and large gun. They are a great price though and you can take a second platoon as support so you can have 8..
The Naval guys also have some crazy stats
These are only 2pts more per platoon, and check what you get, a 2+ counter attack on perhaps the best assault infantry in the game which is also rallying on 3+ and will not run away until wiped out (almost).
Support
The support options are perhaps a bit meh compared to the other offerings however the Engineer platoon with up to 11 stands of infantry and 2 x flamethrowers for less than 1pt a stand is another #nobrainer and yes there is a command stand for a formation of them. To give you an idea an HQ and 3 x platoons 8 x rifle stands and 2 x flamethrowers is 27pts, oh and they cross minefields and dig in on 3s plus they can of course night attack and get the other Japanese assault silliness.
One honourable mention goes to the scout platoon which, if you don’t have a tank formation to get the tankettes, you will likely want due to spearhead, which is rather tasty alongside night attack. You also get another 3 x arty options with smoke and a infantry observer team.
Command Cards
A lot of the Command Cards are just the standard MW set (eg deadeye and lucky) and then a lot of cards to make Veteran Rifle and Naval infantry literally giving them Veteran status (but not cautious) resulting in a 2+ assault value. The rifle formation also becomes fearless like the Naval inf. I am not a fan of the Vet guys. The cost to make a rifle platoon Vet is way more than just taking a platoon of Naval infantry which already has broadly the same stats for less points. With Japanese you want stands because you are going to take casualties to defensive fire.
Sample 100pt list
Balanced attack and defend option
Naval Infantry Hq
4 x full platoons
4 x Naval Mortars
2 x Naval 70mm Guns
4 x 75mm AA guns
Support
4 x 75mm AA guns
5 x Type97 Tanks
Scout platoon
2 x Human Bullet
Transports (attached to 1 x 75mm gun platoon)
4 x Mortars
In Attack you have over 50 infantry stands with 5 x light tanks and 3 x smoke bombardments/templates. You can also spearhead and get 8 x AT guns to cover your advance (with transports which are cautious). The Human Bullet card gives you 1 turn of AT3 assault on a platoon of infantry. Unlike similar cards in other nations this one doesn’t have to be assigned to a platoon so you can use them when and where you wish.
If someone is silly enough to pick defend then you may well do all this at night which is just horrific especially with a 18 inch threat range for assault on turn 1 (thanks to the 6 inch charge).
Defend is trickier, as all Japanese armies suffer with low points for reserves. You can get 3 platoons, HQ and both sets of guns on table with the human bullets. Your first 2 reserves will then be the 4th infantry platoon and the tanks with the rest unlikely to contribute to the game.
I will discuss more about some crazy lists in a future article.
Conclusion
There is no doubt whatsoever that the Japanese are going to mix up the meta. They are incredible and brilliantly priced but have a massive downside in that they struggle when they have reserves often with 4-5 units!
I see a lot of forces playing the stances mini game to overcome them ie going attack rather than defend to ensure they don’t have night attack. That may backfire if you are designed to defend and now have to overcome 4+ platoons of crazy infantry sitting behind mines and in front of the obj if the Japanese player out guesses you and picks defend!
Exciting times ahead.
1 comment