The Japanese require some skill to play, which is why many players dismiss them out of hand. Set II provided some good JP units that allow them to be competitve.Â
The Ha-Go is a decent tank. It has a low cost, and should never be more than damaged at long range. The ability to simply zip at speed 4 through trees can’t be underestimated either. It’s dice may not be fantastic, but they are good enough for harrasment and 8-7 dice can potentially hurt medium tanks. It’s the Ho-Ni that really provides Japan’s answer to the many high defence units. It’s attack dice are the same as an M4A1’s but for only 12 points. If playing a Japanese army I’d consider fielding at least two of these.Â
Arisaka Rifles are your basic infantry, and while slightly inferior to most infantry of other nations, their Hand-to-Hand 12 can be lethal. The Imperial Sergeant allows them to move and attack, is often found in a Japanese army leading the Arisakas. Mortars, MGs, or Snipers can be used to disrupt enemy infantry while the Arisakas Banzai in and finish them off. This generally doesn’t happen too often though, as the Japanese are often dependant on the terrain to close the distance. Until their rifles reach medium range they are fairly useless. Another infantry tactic is to use the Type 89 Mortars commanded by an SNLF Captain at range to decimate the enemy. 7 dice at 5+ gives you at worse a 74% chance of disrupting the enemy, and a 43% chance of destroying. The SNLF combined with Seasoned Crew means your opponent will only save on a 6. The Type 92 Machine Gun is a somewhat cheaper option, but despite having double shot is often far less effective.Â
The Imperial Sniper is generally not worthwhile. His SA won’t come into play too often, and either the MG or the Mortar are usually better choices. An SNLF Paratrooper or two can be useful to harass the enemy from vulnerable sides, but I wouldn’t rely on them doing too much. The Type 2 Ka-Mi and Type 97 Te-Ke are just bad units. The Type 97 Chi-Ra is ok, but I’d rather give up a few bad anti-infantry dice for the extra dice the Ho-Ni has. Set III gives us the Mitsubishi A6M Zero aircraft, which helps dictate somewhat the actions of your opponent - always useful. The SNLF Fanatics, and Type 89 Chi-Ro give you a few more options, and the Type 87 Armoured Car gives some much needed mobility.
If using the ‘swarm’ tactic it’s important to keep your enemy pinned down whenever possible. Use MGs to target multiple units, or Mortars-SNLF to go after specific ones. Defencive fire is the bane of Arisakas. Against vehicles, and in particular high defence vehicles, swarm him. Give him hard choices like staying surrounded, or taking defencive fire and moving away. Then if it turns out the exhange won’t be good for you… scatter. But mostly just keep the pressure on. With enough attacks one will get through, and once the target is disrupted you hit it with everything you’ve got and take it out.