Editing
Infinity/N4 Tactics/Qapu Khalqi
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Light Infantry=== *'''Bashi Bazouks:''' This unit has a unique combination of equipment and skills which make them ideal disruption units. Holoprojector, Holomask, and Parachutist provide the Bashi Bazouk with the tools to both confuse and deceive your opponent, however, their particular skill set, and that they are irregular troops, means they require some foresight and finesse to use well. Whereas in previous editions you could throw one or two of these into a list without too much concern, the 15 order cap of N4 means you have to consider carefully what they will do for you. Their best function is to come in from off the table in turn 2 or 3, but this means you will lack those orders from the start; that is a manageable risk of course, but you also have the option of taking the Yuan Yuan, which is cheaper, does the same job, and carries the always useful smoke grenades. That said, there is nothing quite like the Bashi Bazouk, and with practice they will reward you. Popular profiles include the cheapest version carrying an SMG and Chain Colt, Combi rifle and E/M Mines, and the Specialist Operative with an AP-Rifle and Light Shotgun. *'''Beasthunter Freeguild:''' This unit was introduced with the launch of Corvus Belli's Infinity themed boardgame, TAG Raid. Ostensibly the Beasthunters work to kill the deadly mega fauna of the planet Dawn, home of the Ariadna faction. How they found their way into Qapu Khalqi is unclear, but you should be happy about it anyway because they bring qualities that are rare in the faction. Beasthunters fit into the broad QK pattern of unconventional CC specialists. They have CC21, Natural Born Warrior, CC Attack (+2 DAM) on a PH of 13, and a DA CCW. This means that although they don't boast Martial Arts, they have the ability to mix it with the best CC specialists and have a chance of coming out on top. Add to this Forward Deployment +8", camouflage, mimetism (-3), Super-Jump, Terrain (total), and Surprise Attack (-3) and they can wreak havoc in the opposition lines, if given half a chance. When it comes to shooting there are a two flavours: Heavy Flamethrower/Panzerfaust and Heavy Flamethrower/Tactical Bow, both of which suggest close quarters fighting is a priority for the Beasthunter, especially when paired with the AP mines that all profiles get. Speaking of which, there is also a non-camo minelayer version, for when you really need to protect your DZ with templates. And did I mention that they are cheap as chips, thanks to being irregular? All in all the only problem with the Beasthunter is that you can't habe more than the AVA of 1. *'''Corregidor Alguaciles:''' These are the most basic units in the game, they are in fact the bare chassis that all other profiles and units are derived from. They fill the flexible line troop slot, with specialists and SWC weapons, and they have a LT option which comes at 1SWC, which is frankly worse than useless in Qapu Khalqi. They used to count as Ghulam, which was nice for getting a pure fireteam linked Multi Sniper Rifle into your army, but since the 2022 fireteam rules update Alquaciles lost the one thing that made them worth taking, which was their ability to benefit from full core fireteam bonuses. Now they are just less good Ghulam, and nobody wants that. *'''Fiddler Aristea!'s ex-toymaker:''' A new addition to Qapu Khalqi as of ITS Season 13, Fiddler immediately became an important unit for the faction. For starters she is a very solid WIP14 Engineer, which is useful in a faction with plenty of HI and REMs that might get hacked, but Fiddler is so much more than that. Like with many QK units her stats are not stellar, though there are a few stand outs: MOV6-4, CC18, BS12, PH12, the aforementioned WIP14, ARM1 BTS3 and W1 bespeak her specialist status, but her Skills and equipment elevate her to the peak of what QK can do. Firstly she is shock and crit immune, which goes nicely with her No Wound Incapacitation, and means she can take a hit. In addition to Dodge (+3) and (+1") she has an FTO profile (sadly not usable in any QK fireteams) with Super Jump, or two solo variants with Climbing Plus. This makes her extremely mobile, so she can reach objectives quickly and via unexpected vectors, and speaking of unexpected vectors, you might be wondering if she can kill stuff too - of course she can! Fiddler gets to take up to 2 peripheral Jackbots (she can also take 2 Nasmat as well, if you want) that are just as fast and maneuverable as she is and they are equpped with Vulcan Shotguns and the Explode rule. It can be trivially easy to roll them up a wall and blast a hiding skirmisher or fireteam and if they lose the face to face, or simply don't kill as much as you wanted, they will explode, taking any survivors with them. If all that wasn't enough Fiddler comes with a Contender (+1B) from her days in Aristea! D-Charges, a Breaker Pistol and Drop Bears. Fiddler has forks on forks on forks on forks and she is even good in Close Combat. CC18 is respectable, but it also comes with CC Attack (+1B) and you can ride your Jackbots into CC for support giving you the rarely seen Burst4 in active turn CC. Tasty! *'''Ghulam Infantry:''' The Ghulam Infantry is the basic trooper of the Haqqislam nation. However, compared to most other factions, the Ghulam have a wide selection of loadouts, multiple Lieutenant options, and superior Specialist profiles, thanks to universal WIP14. The most notable are the Doctor (+3) and NCO. The Doctor can confidently patch up unconscious troopers on a WIP17, and the NCO can use your LT order to poot grenades and smoke grenades across the board from his grenade launcher, very useful. Other notable specialist include a Number 2 with Panzerfaust and FO and hacker profiles that both benefit from the strong WIP14 of all Ghulam; an honourable mention also goes to the E/M mines and Deployable Repeater profile. All in all you could not wish for a better basic LI trooper and if you are leaning into some of the more expensive individual pieces that QK can take, then you could do worse than 3-5 Ghulam to back them up. *'''Hafza Unit:''' This unit is the glue that holds QK together, without the Hafza the faction does not work. On the face of it the Hafza are pretty basic. MOV4-4 BS12, PH10, WIP14, ARM2, BTS0, W1, are not stats that inspire confidence, and yet they are AVA4, what's going on? Well, they have three things going for them: 1) They are cheap, the most expensive version with a Spitfire clocks in at just 22 points and 1SWC, you can get a very natty HRL and Assault Pistol profile for just 17 points and 1.5 SWC, and there is an LT option for just 15 points. 2) They have Holomask, so can appear as if they are any S2 unit. 3) They can be part of any fireteam in the faction, and crucially "count as" for all Haqqislam fireteams. What this amounts to is that they act as makeweights for any one of the expensive fireteams you will want to take in QK. Do you want a pure Janissary core fireteam, but doing so means you can't afford anything else? Well jettison 2 of those Janissaries and replace them with Hafza and hey presto! You save points and nobody is any the wiser. Know or suspect your're gong to come up against some serious mimetic threats and need MSV2, but can't afford 5 Djanbazan and all the other stuff you want? Chuck out two of those speedfreaks and take a couple of Hafza instead. You get the idea. What's more they let you hide your LT quite nicely. It's probably in your core fireteam, right? But it could be anywhere!! Is it that core linked hacker you haven't used yet? Or is it the Odalsique you have hanging out with your Azra'il to dissuade CC threats? Who knows!! As if that wasn't enough, there is a tidy 17 point Forward Observer profile with deployable repeater that can be a hidden specialist in a haris team. Hafza are there for you as a QK general, you need them and they are ready to do what it takes to get the job done. They're like the Infinity equivalent of a puffer fish, making themselves look bigger and more threatening than they are in the hopes that you think twice and don't skewer them. It's a very risky play in QK, but that's what you are as a QK general: A risk taker, a deep sea explorer, putting yourself out there, doing the needful thing and challenging the universe to stop you. *'''Husam Operative Leila Sharif:''' We know her, we love her, it's Leila Sharif. Available in all flavours of Haqqislam, She is 20 points of thick curls, peachy butt, and the kind of equipment any specialist would sell their left leg to have on a mission. She's a character, she's a Killer Hacker, she's got E/M mines, she's got D-Charges, she's got a Shock Marksman Rifle and a Breaker Pistol, she's got BS12, WIP14, ARM1, BTS3 and she is here to complete. Your. Mission. As far as fireteams go she's a Wildcard, but she also counts as a Ghulam, so you can rock her with Sixth Sense and BS15 and never even leave your own DZ. The only drawback she really has is that she is a Religious Troop, so finding cover after an unsuccessful face to face roll is not always a given, but WIP14 means that most of the time she does the smart thing. Point for point she is one of the best specialist in the game and if you're not taking her you need to ask yourself: "what the hell is wrong with me?" *'''Medical Specialist Rahman Rouhani:''' If you need to absolutely, definitely, 100% of the time (actually only 90% of the time) heal a trooper, then Doctor Rouhani is your man. For 21 points you get a WIP 15 doctor (+3) with Courage and No Wound Incapacitation. That alone is worth the price of admission, but he also totes an SMG and a Flashpulse for short and long range, and inexplicably has BTS6, so Nanopulsers are not as much of an issue as you might imagine. The rest of his stats are nothing to write home about, MOV4-4, CC15, BS11, PH11, ARM1, W1, but his fighting prowess is not why you take him. He's one of the best doctors in the game, his Flashpulse game is very strong, he pushes buttons like there's no tomorrow, and when you wildcard him into a haris fireteam, which you are definitely doing, he does all that stuff even better. Like with Leila, if you're not taking him then there is something deficient in your character and I hope we never meet. *'''Najjarun Engineers:''' The basic engineer for Haqqislam, available in all flavours therein, the Najjarun is fine. A WIP14 Specialist with, rifle, light shotgun, D-Charges, Courage, and not a lot else, the only reason you would really want to take him is if you can't afford Fiddler and feel the need to support your HI and REMs vs isolation and death respectively. At that job he performs better than the average for his unit type across all factions, but really you need at least 1 Nasmat to make him worth it, so for this limited package you're ultimately paying 18 points, which is not a lot, but which never-the-less can be covered off better by either Fiddler or Cordelia. He does a job and sometimes you need that job doing cheaply. What more is there to say? *'''Odasliques:''' A more kinda cool, but weird, but also problematic and nonsensical unit you will not find in Infinity. The Odalisque concept is based upon the horny misunderstandings of Western European travellers to the court of the Ottoman Empire. Generations of aristocrats and diplomats imagined that the Odalisques they heard of were secret, sexy/sex slave, bodyguards of the Sultan and his harem of wives, but they were in actual fact simple washer women. Fastforward 180 years and Corvus Belli are looking for cool things to put in their Islamic Golden age sci-fi faction and they fail utterly at their due diligence (or they just didn't care) and decide the sexy Ottoman lady bodyguards need to be in their game. Odalisque are members of a specially trained cadre of people (men can be one too now, you guys - equality!) who are both medically enhanced and trained in the ways of being sexy/deadly concubines/companions who are hired out to offer a more refined/sexy type of protection to the wealthy and important of the Human Sphere. Why they are in the Haqqislam navy is unclear. While this failure is regrettable, the unit is mostly not. We're looking at a tough CC specialist that lacks almost all of the usual features of CC specialists in Infinity. MOV4-4, CC18, BS12, PH10, WIP14, ARM2, BTS0, W1 doesn't scream "deadly combatant" in anyway, however, each Odalisque also has CC Attack (-9), Courage, Now Wound Incapacitation and Immunity (Shock). They also get their pick of either Sixth Sense or 360 Visor and all get a MULTI Pistol, and a PARA CCW, which causes a save against PH (-6). You can take a budget gunfighter in the Spitfire/Nanopulser variant for 30 points and 1SWC, that can also fight in CC. But if you want some cheap-ish filler that will dissuade CC charges (which is basically what they're for) then the 22 point option with SMG,Nanopulser and Flashpulse (+1B) is the way to go. Odalisques are as close as you get in Infinity to a CC tarpit. Against a proper CC specialist the Odalisques target number will usually be 15. Awful. But, the CC specialist will probably be on 16 or less, so they turn any CC engagement into a pathetic slap-fight. But at least your other units are not dying to a CC monster, hopefully. *'''Warcors:''' 3pts for an irregular Flashpulse ARO. Fit them into your list whenever you got the slot and points, they're well worth it. *'''Wild Bill, Legendary Gunslinger:''' He's fast at MOV 6-2, got (+1Dam) and shock on his BS attacks, and he's got Marksmanship and NWI. Neither the rifle nor the contender he can take as a main armament have the rangebands you wish he had, but with the MULTI pistol he's got a positive rangeband from 0-16", which overall makes him an potent close-range fighter. He can join Kaplan and Janissary fireteams, who can fill in for his deficiencies and help turn his rifle into a sawn off Spitfire, which is nice.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information