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An overview for Ramah Taskforce, a Sectorial for [[Infinity/N4_Tactics/Haqqislam|Haqqislam]] '''WIP:''' '''Fireteam changes from 3/25/2022 have changed a lot for RTF, and some information may be out of date or require more testing''' ==Why Play Ramah Taskforce?== Maybe you like the fluff of armored super soldiers, backed up by bio engineered skirmishers that '''just''' '''won't''' '''die''', or maybe you like having access to Heavy Armor and good BS skill. Or maybe you're someone who really likes TAGs, Ramah has AVA 2 for Maghariba Guard and the Shakush. While building lists with max AVA is probably not the most competitive choice, who cares?! Double Scorpion Mechs sure does attract attention if you are looking attract new players. Ramah Taskforce is more direct than Haqqislam's other sectorials, relying on good shooting stats and heavier armor more than the rest of Haqqislam. This doesn't mean they can't still bring some of the flexibility and LI infantry specialty of Haqqislam. For example: Tuaregs provide great Hidden Deployment capabilities and with Mukhtars and Nahabs you can still pressure the midfield immediately. ==Faction Features== *'''Durable (for Haqqislam)''': Compared to the other sectorials for Haqqislam, Ramah features Heavy Infantry (3), as well as having the most multi-wound (6) and NWI units (6). With 8 different options for Doctors, all with Haqq's specialized Doctor[+3] or Doctor[2w] this means your force can be more durable than it might initially seem. Also don't forget your access to Regeneration, so troops can keep getting back up if they're not double-tapped. *'''Fast:''' You have some pretty strong movement options that make for interesting attack vectors. *'''Flexible links:''' Your fireteams have versatile composition and unlike some other sectorials you can make strong links with the full composition benefits. ==Special Skills== *'''Regeneration:''' Somewhat common, remember that Regeneration is now automatic in every States phase (reactive or active) meaning that unconscious troopers can stand back up on their own. *'''BS Attack Modifiers:''' BS Attack (Shock), (+1 Damage), and Marksmanship mean that your regular attacks are going to hit hard, instant-kill 1W troops, or ignore the BS penalty of cover. Your troops generally punch above their weight class as a result. Make good use of it. ==Weapons and Equipment== *'''Equipment 1:''' *'''Equipment 2:''' *'''Equipment 3:''' ==Units Overview== [[File:Unit Identifier Ramah.png|thumb|Unit Identifier Ramah]] ===Light Infantry=== *'''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. As usual they can form a Fireteam Core. *'''Husam Operative Leila Sharif:''' Cheap shock marksman rifle and killer hacking device. RTF wild card. Great link filler and anti-hacker defense, while providing a respectable range band. *'''Khawarijs:''' **'''Khawarij:''' The mini Tariks. Their profiles are like swiss army knives, their stats and equipment options mean they can do most things decently. They have great mobility, decent shooting, decent CC, good CoC and NCO profiles, and access to unique tools like MSV2 and HRL from odd angles of attack. Also similar to genuine Swiss Army knives, they are overpriced, overcomplicated, and a bit fragile. They can be useful but consider your other Haris options first. **'''Tarik Mansuri, Khawarij Amir:''' Although nerfed since N3 due to Fatality 2 becoming BS Attack (+2 Damage), he's still dangerous. An AP rifle firing at DAM15 outdamages an HMG on a per-shot basis, and a Spitfire on DAM16 is no joke. He's also very fast, very nimble, and immune to critical damage. All in all, he lost some power from N3, but he's still a decent option for a highly-mobile gun platform. Corvus Belli finally made him a true wildcard, and he can join Khawarij links for composition bonuses. *'''Medical Specialist Rahman Rouhani:''' Cheap, high-WIP Doctor(+3). Consider him before you take a regular Ghulam doctor if you have the points to spare. Lacks the (ghulam) tag so maybe a little less desirable than he used to be. *'''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. *'''Naffatûn:''' A Ghulam, but replace 'light shotgun' with 'flamethrower' and possibly 'grenades'. Maybe less important now that the classic Haqq shotgun is a direct template weapon, but still valuable as an option. *'''Nahab Aeromobile Team:''' Nahabs are light infantry that excel at objective play and flanking attacks. Every profile either comes with Infiltration, to let them deploy up to the centerline of the board, or Parachutist, which let's them walk on the board from unexpected areas and immediately setup a flank. Nahabs are also pumped up enough with CC skills to confidently enter melee with almost anything. They have: CC 23, Martial Arts L2, Natural Born Warrior (which cancels Martial Arts used against them), Berserk(+3), Stealth, Immunity to Shock and Crits, No Wound Incapacitation and can dodge up to 4"! If you need to yeet a light infantry at something to tie it up in an engagement, Nahabs are a great choice. *'''Najjarun Engineers:''' One of Haqq's engineer options. It's bizarre that they're not a counts-as-Ghulam option, but you'll probably want to give them a bot if you need them for the engineer skill. Cheap, respectable WIP, regular order. Compare to the Monstrucker. *'''Namurr Experimental Operative Group:''' Now that the Muhktar has taken over the flanking role that the Namurr used to have, Namurr have had to find a role as a wildcard support trooper. They're not better than any of the other super soldiers at either shooting or CC, but they are somewhat more durable with their good armour and Total Immunity. More of a jack of all trades let down by their high cost, but if you have the space for a Namurr, consider the one with Tactical Awareness to give whatever fireteam you've attached it to an additional order. ====Mercenaries==== *'''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. *'''Beasthunters Free Guild:''' Monster hunting, IN SPACE! Only AVA one, but this interstellar tracker has one nice kit. The cheapest profile is basically a Panzerfaust Daylami who trades their camo for a heavy flamethrower and minelayer. With how expensive Ramah units are, a 9 point disposable minelayer ARO piece is a steal. The more expensive Panzerfaust profile brings camo and forward deployment, meaning that alongside a Minelayer Tuareg you can have a decent midfield defense and ability to play the cup game. Tactical bow profile? Pretend that profile doesn't exist, you already have a HFT for close range. *'''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. Neither the rifle nor the contender have a nice rangeband, but with the MULTI pistol he's got a positive rangeband from 0-12", which overall makes him an unpleasant close-range fighter. *'''Fiddler:''' The engineer from Ariadna, she's here to kick butt and repair TAGs. Contender and drop bears makes her great at defense and her high movement and +1B D-Charges makes her a powerhouse for objectives. On her solo profile she can get two jackbots with vulkan shotguns to take enemy AROs and provide some scary trades. No one wants to risk their core getting lit up by a 7 point disposable flamethrower. Now she has an FTO profile now that gives her Super Jump so she can moonlight as a Khawarij in a core or haris, though she lacks the tag for composition bonus. She and Tarik would make a cute couple if they could fireteam duo together; Tarik taking the gunfights, Fiddler taking the objectives and defense; but sadly they need a Khawarij to play third wheel. ===Medium Infantry=== *'''Hakims, Special Medical Assistance Team:''' Parachutist Doctor(+3) with Regeneration. Sorta resilient, sorta expensive. Useful for putting a WIP18 Doctor check where you need one. Note their medikit is +1B, which makes them even more reliable. Thanks for upping them to BS12 Corvus Belli, now he's a bigger threat to careless opponents. The hand that mends can also rend. *'''Yara Haddad, Intel Ops Mutafawiq Officer:''' Wildcard MSV2 AP Marksman Rifle. Hunts armor and isn't afraid of Camo. Not much to say - with a decent weapon and good ammo type, consider fitting her in a Haris link or beefing up a Core. Her value has gone down with the fireteam update as she lacks the tags required to get full composition bonuses. That doesn't mean she's bad, just no longer an almost auto-take in core fireteams. She's way better in the Hassassin sectorial. *'''Zhayedan Intervention Troops:''' Here come the Ghulam veterans, the "Immortals". These old warhorses are some of the best shooters in Ramah. "But wait, they are BS12," you might notice, and you are right. The key thing is that they get access to Marksmanship which ignores the ever-present cover mods, meaning they shoot folks behind cover as good as a BS15 model, and access to shock ammo on most of their weapons means they can stop enemy light infantry from getting back up. They have a relatively cheap profile for Ramah (fitting in that rare-ish Ramah 20-30 point range), and a good lieutenant option in the HMG. '''Update:''' These old folks got a huge buff with the fireteam update. Now they can be in core fireteams with Ghulam and Naffatun and maintain full composition bonuses. No more 130-140+ point fireteams to make the most out of bonuses, you can stick a Zhayedan HMG with a bunch of ghulam and get a strong and reliable firing platform for '''CHEAP'''. Also Ghulams themselves have incredibly versatile loadouts to support Zhayedan for any purpose. NCA Bolts, ''eat your heart out''. ===Heavy Infantry=== *'''Al Fasid Regiment:''' The versatile S5 gunfighter from Haqqislam has got a two very nice profiles, with Minelayer and Veteran on both, making them immune to Isolation! B3 HRL is nice as a solo piece, HMG is kind of expensive. With new fireteams it may require some reconsideration, since they can now join Janissary teams. Here's some fun perspective teams; Jann Doc, Leila Sharif, HRL Fasid for shooting B4 HRL like a mad lad and a Janissary doctor to pick him up. Another fun team would be Jann Doc, Yara Haddad/Hortlak, and HMG Fasid to make the most of the smoke grenade launcher. *'''Hortlak Janissaries:''' A cheaper Janissary, sacrificing the true 2W status and some physical stats for MSV1, Mimetism, and extra damage. Reasonably-priced COC option, given that RTF does not have access to the Farzan. It's a surprisingly good gunfighter which can be at odds with it's identity as a CoC model which you typically don't want to risk. The AP sniper profile can be useful in a Janissary haris. Sadly the fireteam update didn't give them the Janissary-less fireteams they craved, but still good. *'''Janissaries:''' Bog standard heavy infantry. ARM4, BS14, sort of boring. Note their Doctor 2W option, if you really need to bring something up to two wounds from unconscious. ===Tactical Armor Gear=== Don't forget both TAGs have Duo, so you can stick a Wildcard with them! *'''Maghariba Guard:''' The old standby. She got more expensive, but for very good reason. Her 360 visor is now base, but she costs a lot less than any of her old 360 Visor profiles. She comes with options for either mine dispensers and flamethrowers, or Heavy Rocket Launchers and Grenade Launchers. Either you're dropping templates left and right, or you're filling the board with mines. It remains to be confirmed, but her Baggage implies the mine dispenser can reload off of herself - and Mine Dispensers are Burst 2 thanks to the double shot trait. Judge for yourself. *'''Shakush Light Armored Unit:''' A cheap, standard, light TAG. No frills for a TAG. 60pts - serviceable, cheap, and straightforward. A diet N3 Maggie - people seem to like them. ===Remotes=== *'''Fanous:''' The generic 7pts Flash Pulse bot. *'''Kameel:''' S4 baggage bots, with an EVO-option *'''Nasmat:''' S1 helper bot peripherals. *'''Rafiq:''' The combat FO remote. Ramah gets a Red Fury FTO version able to tag along an Al Fasid! *'''Shaytaniyah:''' Guided missile remote. *'''Shibab:''' The TR HMG-bot. ===Warband=== *'''Warbands:''' You have one warband choice, it's more expensive than some warbands, but it's a banger: Carmen St. John on a Motorcycle with her trench hammer packing Antipode sidekick Batard. They both have Dogged, dodge +2" and can bring the pain if properly used. Batard is synchronized so he will have to stay in cohesion to be usable. They both have great MOV values and with the chance to attack twice if you can get them both in range they can trade up extremely well. ===Skirmishers=== *'''Murabids Tuareg:''' RTF's only Hidden Deployment and Mimetism -6. A classic Hidden Deployment Specialist with WIP15, useful for starting with a doctor or hacker in mid-field for later use, whether that's to patch up troops or push buttons. Be warned that with the Minelayer option, once the enemy learns its a mine, you've given away that you have a (non-specialist) Taureg in mid field. ==Building Your Army== One to two short paragraphs on list building. ===Tactics=== *'''Shoot Enemy, Don't Die:''' *'''Don't Die:''' *'''Play the Objective:''' [[Category:Infinity]] [[Category:Infinity Tactics|Infinity Tactics]] [[Category:Infinity Tactics|Infinity N4 Tactics]] [[Category:Infinity N4 Tactics|Ramah Taskforce]] [[Category:Infinity Tactics|Ramah Taskforce]]
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