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===Light Infantry=== *'''Bashi Bazouks:'''Bashi Bazouks have Holoprojector, Holomask, and Parachutist, which make for an incredible combination. They can be a great disruption unit, if you have some leftover points. However, they do require some foresight since they can be a bit squishy. They are dirt cheap irregulars - troopers that are a low investment that have the added bonus of not costing you a regular order when they die. Popular profiles include the SMG+Chain Colt, Combi+E/M Mines, and the Specialist Operative with an AP-Rifle and Light Shotgun. *'''Daylami Infantry''' The profile with single use camouflage and a panzerfaust is a very common inclusion in Haqq lists. The camouflage gives the troop a layer of protection, whilst the panzerfaust is an extremely potent weapon. This 8 point profile can punch well above its weight, and demands respect from your opponent. Sometimes it will achieve little, but sometimes it could take out the centrepiece of your opponent's list. And for 8 points that's a very inexpensive gamble to take. *'''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 including multiple Lieutenant options. The most notable are the Doctor Plus and the Forward Observer. Both are WIP14 specialists. The Doctor can confidently patch up unconscious troopers on a WIP17, and the Forward Observer can fire his Flash Pulse at WIP14. *'''Hafza Unit:''' These cheap infantry have the holomask rule, which allows them to pretend to be other troops. In the actual game you place a different model instead of them, to trick your opponent. They have a lieutenant option, which can be easily hidden due to holomask. They also have a nice ARO option in the heavy rocket launcher, which you can also mind-games with. *'''Hassassin Barids:''' Barids are exceptional cut-price hackers. Each profile carries pitchers which let you project your hacking threat across the board. This, combined with their WIP score of 14 and a BTS score of 3, make the Barid a very cost-effective solution if you want to play the hacking game. *'''Hassassin Husam Yasbir:''' Not a particularly well-loved profile. Yasbir is a specialist with smoke and very good close combat. He can also disguise himself as something else with holomask. Unfortunately his points cost is very high for what he brings to the table, given that fundamentally he doesn't shoot that well and isn't that survivable. Not a completely useless profile at all, but not an all-star pick. **'''Husam Operative Leila Sharif:''' Leila is an exceptionally cheap specialist with decent shooting and the ability to use her killer hacking device to enter the impersonation state (becoming an untargetable marker instead of a model). There's really not a whole lot more you could ask for when you consider her price. A very solid inclusion, but not an auto-take. *'''Hassassin Lasiqs:''' Lasiqs are light infantry with mimetism-3, x-visors, and nasty viral weaponry. Essentiually they're hard to hit, suffer fewer penalties to shooting at long-ranges, and their weapons can melt targets. They are fantastic suppressive fire troops due to the combination of their skills and equipment (x-visor lets them ignore the long-distance suppressive fire penalty, the viral rifle is very deadly, and mimetism stacks with the suppressive fire penalty to hit them). A little overlooked in this edition because the mukhtar competes with them to some extent, but very good profiles nonetheless. *'''Hassassin Nadhir:''' The Hassassin Nadhir is quickly rising to prominence in Haqqislam lists despite being a new profile because it combines some extremely powerful rules. The 24 point profile with the flammenspeer and the 26 point profile with the panzerfaust are both noteworthy for carrying weapons that are well-suited for AROs (burst 1 with high damage potential). The Nadhir also boasts hidden deployment which means no model is placed when you deploy it (you write a note describing where it is and reveal it as a surprise). Therefore the Nadhir can take extremely lethal surprise AROs, which might unravel your opponent's plans. A very good reactive piece. *'''Khawarijs:''' A solid choice in sectorials in which they can form fireteams, but overlooked in vanilla. They have reasonable weapons and shoot quite well, but not well enough to justify their cost as solo fighters. With fireteam bonuses they get a lot more tasty though. The selling-point of khawarij is really super-jump, which allows you to jump around the board and shoot opposing troops from unexpected angles. **'''Tarik Mansuri, Khawarij Amir:''' Captain Islam himself. Tarik "The Man" Mansuri. A huge, hulking, beatstick of a character with high damage guns, good mobility, and scary close combat capabilities. Definitely on the expensive side, but has a lot of flexibility, and respectable toughness. It's often difficult to justify Tarik as a standalone choice because you're paying a lot of points for the privilege of gunfighting AND close-combat, but if you're planning on pushing him to the limit then he can absolutely steamroll. *'''Medical Specialist Rahman Rouhani:''' A doctor with WIP15, a flash pulse, and NWI. NWI is a really interesting rule because it counts as a null state (like unconscious, basically) but you still get to spend orders and act. This is important because it means Rahman can heal ''himself'' when he's NWI. Whilst his main use is as a doctor, he's a reasonable reactive piece with the WIP15 flash pulse too. *'''Mukhtar Active Response Unit:''' Among the pinnacles of Haqqislam bioscience is the Mukhtar. These light infantry are exceptionally tough and mobile for their cost. The No Wound Incapacitation rule means that they can take a hit and still keep on fighting, whilst their 6" first movement value means that you get to move slightly further before shooting. BS13 combined with mimetism-3 is also really solid. All of the profiles are well loved, but the doctor is slightly less useful due to its close range weapon. The specialists benefit from forward deployment and the more aggressive profiles thrive off the Mukhtars higher BS value and mimetism. *'''Muttawi'ah:''' Not the monster they once were, N4 split its profile up along different lines. Still good, but they're a tighter profile in N4 now that orders are limited to 15 and you'll be running a slightly more elite list. You won't be taking 4 anymore. The 5 point profile with smoke grenades is a staple if you just want a way to avoid irritating ARO pieces. The 6 point profile with the jammer gives you good zone control because that weapon does not need line of fire to shoot. And finally the 9 point profile with the e/marat is popular because its nasty template can take out very expensive heavy infantry and TAGs. *'''Naffatûn:''' Ghulam that trade their shotguns for flamethrowers. Flamethrowers are shotguns with lower burst (1 vs 2), but more deadly ammo (continuous damage means the enemy keeps rolling saves until they pass or ''die''). Not often taken over Ghulam but can have a place in a list as corner-guards. No-one wants to turn around a corner and get a flamethrower hit to the face. One profile also brings grenades, which is interesting but not particularly worth it on a profile with PH11. *'''Nahab Aeromobile Team:''' Another entry in the Haqqislam super-soldier program. Nahabs are excellent. Whilst the mukhtar is set up for gunfighting with BS13 and mimetism, the nahab is set up for close combat with CC23 and martial arts. They're among the scariest close-combat threats in the game due to the fact that they can use their berserk rule to slap d-charges (essentially plastic explosive) onto an enemy with an unopposed roll and blow them away. All profiles come with some kind of forward deployment ability (infiltration of parachutist). Killer hacker profile is notable because it gives the nahab a marker state (impersonation) through the cybermask program, which makes approaching enemies safer. *'''Najjarun Engineers:''' It's just a cheap engineer. Take this if you're running lots of remotes or a TAG. Ignore this profile if you're not. *'''Namurr Experimental Operative Group:''' This is the mobile super-soldier. Great dodge, climbing plus, and immunity (total) combine together to result in a quick troop that can take nasty hits and keep on going. Doesn't shoot as well as the mukhtar, or use close combat as well as the nahab, but does bring an E/Marat which is an auto-hitting template that can render TAGs and heavy infantry ineffective (the E/M ammunition immobilises and isolates them). The namurr isn't seen too often due to its steep price, but it has a role in lists as a TAG or heavy infantry hunter if you want to take one. *'''Odasliques:''' Odalisques are bio-modified bodyguards and seductors. Very interesting troops. They possess a bit of toughness with ARM2 and NWI, and their sixth sense or 360 visor rules mean they're always on alert. They have an interestin combination of CC18 and CC-9 which means enemy CC units will really want to avoid them. However they are let down slightly by their very mediocre BS12. Extremely usable in sectorials when taken in fireteams, but not amazing on their own. ====Mercenaries==== *'''Authorized Bounty Hunters:''' They've got Booty (ReRoll), also stealth can be quite neat in certain situations, but mostly they are a niche unit who can be nice to have if you want to bring something specific to your list you can't have on another unit for some reason. **'''Miranda Ashcroft:''' A named character bounty hunter. Interesting set of skills with mimetism-6, specialist operative, BS12, and a multi-rifle. Can be decent in a lot of situations but isn't absolutely amazing at anything. Not a bad profile but difficult to justify in Haqqislam at the price point, just because Haqq has loads of amazing cheap troops. *'''Aida Swanson, Submondo Smuggler:''' As a smuggler Booty is an obvious flavor thing, but still very nice from time to time. Forward deployment, MA L2 and Viral Mines, aswell as her SMG make her role of defending/taking the midfield obvious- she's not the cheapest choice for this role, but a competent one, especially if going first. *'''Cube Jäger:''' Irregular parachutists, both profiles bring Paramedic, which seems to be their whole schtick. With WIP13 they can do the button pressing quite well though and having a SMG and an e/mitter can be very useful to scare away the opponents units after a button is pushed. A bit redundant in Haqq because of the prevalence of WIP14 specialists. *'''Knauf, Outlaw Sniper:''' While MSV1 snipers weren't that attractive in N3 the Outrage poster boy turned a whole lot hotter. BS (+1B) and Shock is nasty, and mimetism (-3) makes using him a bit safer. He's actually one of the best active-turn gunfighters in Haqq. Three shots with a sniper that forces two saves per hit is incredibly lethal, and the MSV ensures that he can target most things with high accuracy. If you're looking for a long-range gunfighter, Knauf is top tier. *'''Krakot Renegades, Morat Fugitives:''' The purpose of krakots is to get up into the opponent's face, kill as much as it can and die heroically, in a true Morat fashion. Worth considering for a first turn play if you can get one. They're not bad as second turn units either. If your opponent has left troops in the midboard after their turn has ended then you can mop up with a krakot. Definitely a profile that's worth considering. CC23, berserk, and forward deployment is really respectable for a 14 point troop. *'''Libertos Freedom Fighters:''' Are the highly popular irregular speedbump unit, coming with either an SMG or a light shotgun plus shock mines. They also get Camouflage and Forward Deployment (8"), dodge on a 16 and have Dogged! The appeal of libertos is twofold. Firstly: deploying a mine for free during deployment with the minelayer skill. Secondly: leveraging the dogged skill to take a hit and continue pushing aggressively towards the opponent. Can be very good actively or reactively. Always consider one if you have spare points. Words cannot truly express how much this troop can do for the points you pay. *'''Monstruckers:''' SPAAAACEEE TRUUUCKIIING! Monstruckers are cheap irregular engineers with Climbing Plus and a bunch of nice weapon options. The cheapest loadout comes with an SMG and Drop Bears, making it ideal to push a button and turn their position into a foxhole afterwards. The other two loadouts are also quite useful, just pick the one supplementing your lists loadout the most. *'''Oktavia Grimsdóttir, Icebreaker's Harpooner:''' A mercenary character with BS (+1B), Sixth Sense and Dogged. Whith a Missile Launcher and a Contender her role is as an ARO piece, but since she's expensive and barely filling any holes anywhere the main reason to bring her is the cool sculpts she got. *'''REM-Racers, Mercenary Hacker-Pilots:''' These mercenaries bring quite the fun mechanic into the game: With REM-Driver they can buff a remote in the list depending on which loadout you pick! There's also a hacker profile too. Not bad at all for their low cost, but Haqqislam has a lot of good cheap profiles. In a remote heavy list they definitely have a place. *'''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, also he's got marksmanship and NWI. Marksmanship in particular is great because it means that he ignores the cover modifier to his BS, and therefore he'll often be shooting targets on 16s. His loadout is very short-range though with his pistols excelling at 0-8", and his rifle from 8-16". A good profile, but difficult to use.
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