Infinity/N3 Tactics/Haqqislam

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The unit overview and tactics for generic Haqqislam.

This is old. Please see the N4 article.

Why Play Haqqislam[edit]

Haqqislam has the widest and most versatile range of Light Infantry. Their troopers have the highest average WIP value compared to any other faction making Doctors, Engineers, and Hackers very potent in their profession and in ITS missions.

Haqqislam also has a wide variety of design aesthetics and styles from the rugged Djanbazans, to outlaw Kum biker gangs, mysterious masked Hassassins, and even a scorpion TAG.

Faction Features[edit]

Special Skills[edit]

  • Doctor Plus and Akbar Doctor: Haqqislam are the masters of medicine. Their doctors are the finest in the Human Sphere. Doctor Plus gives an automatic +3MOD to the user's WIP roll to heal a fallen trooper. The Akbar Doctor skill will fully recover a multi-wound model on an unmodified WIP roll. Akbar Doctor also includes the Doctor Plus skill. Those skills cannot be combined.
  • Bioengineering: Due to their advances in medicine, Haqqislam also has a high number of enhanced troopers with Regeneration or Super Jump.
    • Remember that Regeneration also grants Shock Immunity.

Weapons and Equipment[edit]

  • "The Shotgun Tax" Almost every Rifle comes with an underslung Light Shotgun adding more versatility to the trooper. The shotgun has the incredible +6 short range which deters enemy camo units from getting too close.
  • Viral Weapons: Being the frontrunner of biomedicine in the Human Sphere, Haqqislam has a decent collection of Viral ammunition from the Rifle and Snipers of the Lasiqs, the Ayyar's Viral Pistols, and even Viral Mines from Muyibs.
  • Holoprojectors and Impersonation: Haqqislam has more Holoprojectors than most and is one of the few factions with access to Impersonation, the other being CA. Both are incredibly useful tools with fewer counters than the more common Camo.

Units[edit]

Light Infantry[edit]

  • 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.
  • Naffatuns: Naffatuns trade in their Light Shotguns for Flamethrowers. They are fantastic for clearing out Objective Rooms and camouflagued trooper, overwatching corners and flanks, and hiding your Lieutenant. Given how few options Haqqislam has to deal with the various forms of Camo, these guys are a good addition to any army.
  • Khawarij: They are the first of the bioengineered super soldiers. They have a BS13 which is rare in Haqqislam, and Super Jump makes them highly mobile providing new attack vectors. For two or three orders this guy can get to some horrifying angles for Suppressive Fire. Alternatively, go prone to wait for a target to Panzerfaust pop up. Though Bioimmunity's usefulness is argued constantly, it's better to have it and not need it than need and not have it - especially with the abundance of Shock ammunition. However, you pay double compared to Ghulam Infantry while being just as fragile with only ARM1 and 1 Wound. The real kicker is the Fatality L2 option for certain profiles which makes the Khawarij enourmously deadly glass-cannons. Kawarij Doctor is also a powerful option, capable of reaching across the map in few orders.
    • Tarik Mansuri, Khawarij Amir: Tarik Mansuri, Captain Islam, is a brutal rambo piece. He's fast at 6-4MOV with Super Jump, robust ARM3 with 2 Wounds, and armed to the teeth. Martial Arts L1 gives him Stealth, and combined with his mobility, Tarik Mansuri can wreck faces. However, like the regular Khawarij, he is a very expensive unit. Don't be afraid to have him jump somewhere turn 1 and camp with Suppressive Fire. If the enemy goes around, he can easily Super Jump to lay down some Nano Pulsar or CC. Like some of his smaller cousins, the vanilla Khawarij Tarik comes Fatality L2, which makes Tarik an incredible threat, when shooting att B4 he has effectively a 35-40% chance of rolling atleast one crit. A beast!
  • Hassassin Govads: Govads are light troopers with MSV1. If you're tight on points, they can are a good (but lower tech) alternative to Djanbazans. Govads also have Veteran L1 making them immune to Isolation and the effects of Loss of Lieutenant.
  • Zhayedan: Another premium infantry choice. Zhayedans have an interesting combination of Breaker Rifle and Marksmanship L2. Here, "interesting" translates to "hard to see any other option being remotely as good." In Addition to ignoring cover MODs in shooting, this combination forces a BTS Roll (halved) from Breaker ammo AND an ARM Roll from Shock from Marksmanship. This option is often compared with Lasiq with Viral Rifles. Also note that there is a Zhayedan who keeps Masksmanship L2 and a Sniper Rifle. That makes for a very scary piece that can camp out near deployment and threaten some major damage. Zhayedans are expensive and the Automedikit is a big crapshoot. The Search for Knowledge has given you amazing doctors. Try and use them before spending an order on a 50/50.
    • Zhayedans also benefit from Veteran L1.
  • Najjarun Engineers: Najjaruns are basic like Ghulam with the Engineer skill and V:Courage. If you need a Engineer on a points budget, he's your man.
  • Daylami Infantry: The most potent Daylami are the Inferior Infiltration with Panzerfaust option. If they pass their Infiltration test, they can be an annoying speed bump for your opponent. If they fail, then they are in your deployment with a Panzerfaust to make up for range. They're cheap and Irregular, so they're not a big points investment and they won't harm the order pool when they die. However, they have the potential to really throw a wrench into the enemy's plan.
  • Odalisques: Odalisques are the beautiful female bodyguards of the Sultanate. They come standard with a 360 Visor and Sixth Sense L2. V:No Wound Incapacitation makes then hard to put down, and they can even be used to tie up enemies in close combat thanks to i-Khol L3. All this means they are great at watching over corners, flanking positions, and short fire lanes. Perfect bodyguards.
  • Bashi Bazouks: Similar to Daylami, Bashi Bazouks are great at disrupting the enemy. However, they offer a different attack vector thanks to AD: Parachutist and an interesting array of weapons. All that plus Holoprojector L2. The Bashi Bazouk are irregular but crazy cheap, and offers a unique combination of skills. The standout profiles are the SMG/chain colt variant at 12p or Combi/E-Mauler to drop Maulers way back in your opponents half of the table.
    • Be sure to read up on AD: Parachutist and Holoprojector rules
  • Hafza Unit: Using Holoprojector L1, a Hafza can disguise himself as another S2 trooper in the army list. A Hafza with Forward Observer, or Spitfire, or even a Heavy Rocket Launcher might disguise himself as an innocuous Ghulam or a heavier Jannisary fooling your opponent into engaging or avoiding the unit. You can also hide your Hafza Lieutenant as a non-eligible Lt option. Field multiple Saladins to further hide the real man. Even hide the troopers off the table, by projecting as a more expensive unit.
  • Hassassin Muyib: Muyibs are possibly the most toolbox unit in the game. The minelayer options are very useful for securing the deployment zone from infiltrators and AD drop troops. However, they are not quite as useful outside of their sectorial, but even still they have the tools to get any mission done.
    • Husam, Yasbir: Yasbir is a Dire Foes character based on the Muyib profile. However, Yasbir does not have V:Dogged. For close combat, he wields a Viral CCW.
      • The first profile is not very useful in vanilla Haqqislam and is intended for linking with Muyibs in the Hassassin Bahram. The 27pts is better spent elsewhere.
      • The infiltration profile is very interesting. Yasbir is equiped with Holoprojector L2 and Smoke Grenades, and Martial Arts L3 provides Stealth. He's a versatile unit able to provide Smoke coverage, engage enemies in either firefights or close combat, and accomplish Objectives. Infiltration makes up for his short ranged weapons.
    • Even though the Muyibs are Religious Troops, V:Dogged also gives them V:Courage. Yasbir gains V:Courage from Martial Arts.
  • Hassassin Barid: Barids are mid cost unit with a variety of hacking devices to choose from, and each profile is equiped with a Pitcher. Any hacker that brings his own support is already valuable. There is also a cheap 14pt Forward Observer. Any of the options are solid because of their high WIP14 and BTS3. They are also a popular Lieutenant choice.
  • KTS, Kaplan Tactical Services: The KTS rival the Muyibs as a toolbox unit. However, they differ quite a bit. The KTS have a strong stat line, skills, and weapon options - which is all reflected in their costs. KTS are a great unit, but a lot more useful in the Qapu Khalqi sectorial.
  • Ghazi Muttawi'ah: One of the best 5pts you'll ever spend. For 5pts you get an Extremely Impetuous Irregular troop with V:Dogged, Chain Rifle, E/Marat, Smoke Grenades, and Jammer. They are a menace and, if foolishly ignored, they can wreak havoc. Hide him in a building midfield or even inside a Smoke Template, and force your opponent to waste orders to stay out of the Jammer's range especially if there is a fireteam; Jammer can easily break the team by hitting the Leader. Chain Rifle is great for crowds; E/Marat can be a nightmare for TAGs and Heavy Infantry. Provide Smoke coverage for the army's movement or a Djanbazan with MSV2. Ghazi Muttawi'ah are an incredible unit.
    • Extremely Impetuous and Irregular means they won't be able to stop themselves without spend a Regular Order from the pool.
  • Halqa Mechanized Infantry: The Halqa are just Ghulams with Mechanized Deployment. Keep in mind that they can reach midfield objectives and unconscious models easier than Ghulams. They can fill a lot of roles on the cheap. Not enough points for a Tuareg Hacker/Doctor to lie in wait? Halqa Hacker/Doctor! Trying to cut back points but love Kawarij's ability to find an annoying position and Suppressive Fire? Halqa HMG! Halqa Rifle!
  • Husam, Leila Sharif: Leila Sharif is a Ghulam trained by Hassassins. Armed with a Shock Marksman Rifle, D-Charges, and a Killer Hacking Device with WIP14, Leila is a formidable soldier. She's a toolbox like the Muyibs, able to accomplish Specialist roles as well as multiple Classifieds. Her Killer Hacking Devices targets only enemy Hackers, however, KHDs also includes the Cybermask program allowing Leila into the Impersonation-2 state. This means she can sneak around to grab Objectives/Classiefieds, force discover rolls, impose Surprise Shot L1 modifiers, and even avoid enemy mines. Shock Marksman Rifle gives her an extra bit of range/edge against the enemies and she's accurate with BS12...All this for 20pts.
  • Authorized Bounty Hunters: Cheap Irregular troopers. Inexpensive, but not really providing anything the rest of your army can't already do.
    • Miranda Ashcroft: ODD is not a common equipment in Haqqislam. However, her usefulness is pretty dubious. There is a far better selection of Irregular troopers.
  • Warcor: Cheap and Irregular 3pt Flash Pulse dude with WIP13. Take them if you got a few points left over. Don't underestimate how useful they are as an ARO piece.
  • Krakot Renegades: Considering all of the Impetuous from Ghazi Muttawiah and Kum Bikers, using a Krakot may not be too far off from that aggressive striker role. He doesn't come with any Smoke Grenades, but he IS Regular. If cost is a concern, Krakots are not very expensive but other Impetuous Haqqislam troopers are cheaper.
  • Knauf, Outlaw Sniper: Knauf is an excellent shooter with BS13. He's got MSV1, Mimetism, Stealth, Marksmanship L1, and a Multi Sniper Rifle. The combination of Marksmanship L1 and MSR gives him a wide variety of ammo types to shoot with: AP, DA, Stun, AP+Shock, DA+Shock. Mimetism an incredible skill for any trooper, but especially so on a sniper since they can outrange and apply hefty MODs on the target. In Haqqislam, Knauf has some tough competition with Lasiq, Govad, Djanbazan, Armand and KTS. Multi weapons and a high BS are harder to come by in Haqqislam, so if you need the ammo variety, Knauf may be worth a shot.

Medium Infantry[edit]

  • Djanbazan Tactical Group: Djanbazans are a tough MSV2 unit. ARM3 and Regeneration can be a difficult to put down, and Regeneration grants Shock Immunity. In vanilla Haqqislam, the most common options are the Sniper for ARO, HMG for aggressive active turns, and the new Shock Marksman rifle which is great at mid range.
  • Hassassin Ragiks: Ragiks are a mid-high cost AD troopers. Their most noticable feature is V:Dogged which let's you deploy and use them more aggressively. They have an incredible WIP15 making the Assault Hacker a solid specialist.
  • Hassassin Lasiqs: The Lasiq Viral Sniper is one of the most deadliest snipers in the game. However, the Lasiq with Viral Rifle is a nightmare in the mid field and in Suppression Fire. Like most medium infantry they are slow, but they make up for it with Climbing Plus. BS12 is decent, but Mimetism makes sure the enemy has a hard time hitting them.
    • Mimetism Snipers are very deadly. Outrange your target and stay in cover.
    • The Lasiq with Viral Rifle in Suppression Fire and Cover imposes a -9MOD to your opponent in FtF rolls.
  • Saladin, O-12 Liaison Officer: There is no point in taking the non-Lieutenant option. Strategos L3 synergizes really well with this army - Fidays, Lasiqs, etc etc. Saladin isn't a complete slouch in combat, but he should still be kept hidden, which is made easier by the number of Holoprojector troopers.
    • Take a Farzan with Chain Command just in case
    • If you don't have enough points for the Farzan, field a second Saladin using a Hafza.
    • Oddly Saladin himself is a repeater...
  • Sekban Naval Unit: Like the KTS, the Sekban have a better place in the Qapu Khalqi sectorial. Even still, they are a very solid mid cost unit. However, outside of the sectorial/fireteam, they are slightly mitigated by their slower movement.
  • Druze Shock Team: Same as Sekban; Much better in Qapu Khalqi
  • Armand 'Le Muet', Freelance Killer: ODD, MULTI weapons, and BS13 are all very rare in Haqqislam. Even still Armand is VERY expensive. He's a solid trooper, but completes in an army full of solid infantry choices.

Heavy Infantry[edit]

  • Jannisaries: In Haqqislam, the Akbar Doctor may be the most useful option especially if you have other multi-wound units; He's a hardened Specialist option, and with the addition of 1-2 Nasmats he can be very order efficient, moving up to threaten enemies and capture objectives at the same time he is moving his Nasmat to heal downed allies.
  • Asawira: Are great short-mid ranged Heavy Infantry. They have the highest BS in the faction, 14. They have Martial Arts L2 which also gives them Stealth and V:Courage. Against Hackers they have no Tinbot options but have a very high BTS9 which is also great defense against Flash and Viral ammunition. Though only ARM3, they have 2 Wounds with Renegeration at PH14. Nanopulsers everywhere.
    • The Asawira has Frenzy! So be careful when he goes Impetuous.
  • Azra'il: Azra'il are a tough ARM busting unit and in cover they are a very threatening turret. The Feuerbach is your friend if you are looking for long range AROs thanks to it's Explosive shot, but for general active turn firepower and shorter range AROs (using suppression) the AP HMG will be your go to choice.
  • Al Fasid Regiment: The Fasid are a very toolbox HI. It has Veteran L1, Minelayer with Antipersonnel Mines, and SSL1 in it's profile. There are only two options: HMG+LGL with both Normal and Smoke Grenades, or HRL and SMG. Fasids are able to dish out and take punishment as well as securing the deployment zone with Minelayer. The HMG option can provide Smoke Coverage and/or Speculative Fire; The HRL profile provides nice long ranged template with a deadly SMG for close ranged gunfighting. Fasids also stay Regular in Loss of Lieutenant and has that little extra security for when enemies get too close. The Al Fasid does pay for all the extra gear and skills making him the most expensive HI in the Haqqislam army, but it's hard for him to not make his points back through utility alone.
  • Hassassin Ayyar: The Ayyar's combination of skills and equipment makes him a very interesting and unique HI choice. While only ARM3 and BTS3, the Ayyar has the Holoprojector L2 for defense. The first two options give him Suprise Shot L2. The Shock Marksman Rifle is probably the most useful because it's one of the few mid ranged weapons that doesn't cost SWC. At the same time, the Rifle version gives him a lot of deadly options for enemies ranging from Light Infantry to TAGS. However, the Sniper is very interesting since it's the only Holoprojector L2 Sniper in the game and they have a confident BS13. And if things get personal, all of the Ayyars comes with dual Viral Pistols. They are also Specialist Operatives making them very relevent in ITS.
    • Keep Free Agent in mind when list building and playing. You can put him with your Kum or FUCKING GHAZI to provide an option to feed orders in case you want them to chill out. Have him in the same group as your Fiday to allow another order for Good Ol' Fight Me to stab faces.

TAG[edit]

  • Maghariba Guard: The one and only TAG in Haqqislam, the Maghariba Guard is a formidable and inexpensive TAG. She also carries the faction's only Multi HMG as well as being the only TAG in the game with S8 and a 360 Visor option. Be sure to field an engineer to take advantage of Haqqislam's high WIP. Heavy Pistols: This gives the Maghariba dice to throw in short range to make up for the HMGs penalties. Heavy Flamethrower: The HFT is the most favored because it offers more versatility. HFT works better against camo/ODD troopers than pistols. This TAG is a steal at only 78pts and 2swc. 360 Visor: With the massive sihouette attribute, Multi HMG, and HFT, the 360 Visor adds an all seeing eye to the already strong TAG. Run the TAG up midfield and drop into Suppression Fire turning this TAG into the ultimate turret. The drawback is that this 360 Visor TAG costs 20pts more (98pts and 2swc).
    • Maghariba Pilot: She has a Light Shotgun and a Paramedic specialist. Though she's not a full fledged doctor, the pilot can still be used for last ditch objective runs

Remotes[edit]

Haqqislam takes a more humanistic approach to combat relying more on the soldier than machine. Therefore, the TAG and Remotes section is slim

  • Basic REMs
    • Rafiq: They are standard FO, Sensor Sat-Lock toolbox REM with the exception that they get the Rifle+LSG instead of classic combi which is a plus
    • Shihab: Standard 360 Visor TR REM with HMG
    • Shaytaniyah: Standard Smart Missile Launcher REM. The high WIP value of Haqqislam can make marking targets easier for guided strikes.
    • Fanous: Standard Flash Pulse bot
  • Kameels: Standard Baggage REMs with an EVO Hacker option.
  • Nasmat: Considering the high WIP of Haqqislam Doctors and Engineers, a Nasmat is a perfect way to keep them safe from harm and extend their range.
    • Remember! Troops and their Servant bots cannot participate in fireteams or Coordinated Orders

Skirmishers[edit]

  • Hunzakuts: Irregular, which makes them inexpensive. At their price-point they are excellent Camo Infiltrator and they all come with Antipersonnel Mines. The Forward Observer benefits from Haqqislam's strong WIP14 for either Objective grabbing or Flash Pulse and the classic Haqq Rifle+LSG combo as armaments. No other infiltrating unit have Deployable Repeaters, so if you want to extend your hackers' influence, Hunzakuts can easily plant Repeaters further up the board. The Light Grenade Launcher option is also pretty solid, because she can deploy further up the board and Speculative Fire. It's possible to impose a -6MOD with Suprise Shot L1 and dodging templates without LoF. The sniper-profile is questionable in its use with it's low BS
  • Murabids Tuareg: Tuaregs are Haqqislam's one and only TO Camo Infiltration unit. Like the Hunzakut, every option comes with Antipersonnel Mines. They have the BS of a Ghulam, making it a hard sell to not make them a specialist, but never underestimate how powerful TO Camouflage is w/ Partial Cover. Also a Boarding Shotgun makes even the most garbage BS incredibly dangerous if you are on point w/ placement. A big draw to making them a specialist is they have a very high WIP15 making their Assault Hacker dangerous, and the Doctor Plus option heals unconscious models on 18s. If you're using an aggressive rambo piece and his falls unconscious, the Tuareg Doctor can reach him faster than a Ghulam back in the Deployment Zone. They do have high costs however.
  • Hassassin Fiday: The dreaded assassins. However, they are not always the best at it. Instead they excel in speed bump and area denial tactics. The 29pt option with Boarding Shotgun is great for quick close quarters hits. The 31pt option with mines is fantastic for board control. Martial Arts lvl 3 gives them a lot of power to take on Heavy Infantry w/ a Double Action CCW. They can even play it safe by engaging a guy in CC and forcing the opponent to spend orders and try to escape an unfavorable fight. While the latter strategy is not as sexy as straight up murdering a guy 20 points more than you, it is still just as deadly.
    • Hussein Al-Djabel: The master assassin. Al-Djabel is built for close combat assassinations. He has Martial Arts L4 which can give him an extra Burst with his Viral CCW.
    • Fidays synergizes well with Saladin and his Strategos L3.
    • Fidays are excellent in Missions like Decapitation.
    • Fidays and Al-Djabel takes some practice to use. Afterall, Impersonation allows them to deploy deep into enemy territory all by themselves. Don't allow your opponent to get multiple AROs on them.
    • They can easily get into close combat using Smoke Grenades to hide their approach.
    • Looks out for Biometric Visors and do not engage models with Sixth Sense L2.
  • Al'Hawwa Unit: The Sniper isn't very reliable because they're only BS11 and low in Burst. Also infiltrating a sniper isn't the best plan because of the sniper rifle's ranges. However, the Hawwa Assault Hacker and Forward Observer are great infiltrating specialists. Boarding Shotgun in close quarters makes up for the average BS, and D-Charges means they can accomplish Sabotage in addition to any other objectives.
  • Hassassin Farzan: The Farzan are the Camo Infiltrators from the Hassassin Bahram. They are super soft targets with zeros in both ARM and BTS, so they need to rely on camo, infiltration, and cover to survive. However, the Farzan has the only Chain of Command in the army list making that fairly inexpensive option very valuable for lists running obvious and/or aggressive Lieutenants. If not the other 2 options are still just as good. At 23pts you can get a Forward Observer or Minelayer with Antipersonnel Mines. The biggest drawback of the Farzan is that they are only AVA1 in vanilla Haqqislam.

Warbands[edit]

  • Kum Motorized Troop: The Kum Bikers are a dirt cheap warband mainly used for smoke coverage and alpha strikes. All Kum Bikers come with Smoke Grenades and Smoke Light Grenade Launcher, V:Dogged, and a Motorcycle. The most popular is the basic 10pt option with a Chain Rifle - great for aggressive alpha striking groups of enemies like fireteams. Also don't be afraid to drive your bike into the enemy w/o investing orders in attacks. While their high CC means they will never miss, they lack the Martial Arts. This means they don't have assorted bonuses to turn a low roll into a pretty high roll. What all that means is that a Kum Biker still has a good chance of getting his teeth kicked in. Consider forcing your opponent use their orders to gamble instead. Your cheapo 10 point Kum can easily force 2-3 orders out of someone twice his cost. Bonus points if you actually kill them. Rifle Kum is MAXIMUM UNSEXY but allows you to quickly place some deep Suppressive Fire for fewer points than a Kawarij and more safe due to Smoke Grenade Dodge.
    • Kasym Beg, Kum Chieftan: Kasym has higher BS and PH than the generic bikers. He's also the only biker that carries a Panzerfaust in addition to his Chain Rifle, so if tossing Smoke to dodge wont cut it or you have a tougher nut to crack, Kasym has a long ranged answer for it. Use him like you would a a normal 10pt Kum Biker - a hard hitting alpha striker - and, if things get close and personal, Kasym swings an EXP CCW with a reliable CC23 for close combat. For 10pts more, Kasym Beg can be your Lieutenant which turns his Irregular Order to Regular as well as provide +1MOD to your SWC allowance. This gives this aggressive unit that extra Lieutenant Special Order to play with, but changing to Regular already makes him a very obvious leader. When taking this option be sure to also take a Farzan with Chain of Command, because Kum Bikers usually have a short lifespan.
    • Zamira Nazarova: Zamira is basically an upgrade of the 14pt generic Kum Biker. For 1pt more than the generic, Zamira comes BS12 and an extra CC in exchange for -1 WIP. Instead of dropping Smoke close by, she can shoot it out to 16" a bit more reliably, and she handles the Light Shotgun better too. She's not shiny compared to Kasym and her sister, Zuleyka, but she's still a very solid striker.
    • Zuleyka Nazarova: Zuleyka is the most unqiue of the bikers. Instead of shotguns and chain rifles, Zuleyka is armed with 2 Light Flamethrowers and 2 Breaker Pistols. She is one hell of a rambo unit. She loves to scorch clusters of enemy models and break fireteams. Dual Breaker Pistols are no joke either especially since Zuleyka needs to be within short range anyway.
      • Zulekya has no offensive weapons past the short range bands of the Breaker Pistols. She relies on Smoke Grenades to get into small template and pistol range.
      • Zamira is the same however her shotgun's range bands are only slightly better than pistols.
      • Avoid long ranged ARO pieces like TR Remotes and snipers. Stay away from instant killing ammunition like Viral weapons and Mines.
      • Smoke does not work against MSV2-3. If you're not in striking range, take them out first or manuever around them.

General Army Building Tips[edit]

While Haqqislam troopers have a variety of unique options, nothing is particularly spectacular as individuals. There are no Aquila Guard, Achilles, Avatar, etc etc level of capable solo units. That's why the army list ought to have some level of synergy:

  • Muttawi'ah or Kum Bikers providing smoke for each other's impetuous move, for the rest of the army, and so Djanbazans can shoot through them.
  • Hunzakuts, Fidays, and Farzans laying Mines to slow the enemy advance and/or make the opponent waste orders.
  • Fidays can be deadly assassins, but they are more useful when playing area denial to make your opponent waste orders to deal with them.
  • Barids, Hunzakuts, and/or REMs to provide a Repeater network for hackers.
  • etc etc etc

Individually, Haqqislam troopers are competent but need support from their comrades.

Hints and Tactics[edit]

  • MSV and Smoke: This is a common and well known tactic. Haqqislam has one MSV2 units and PLENTY of smoke.
  • Super Jump and Smoke: Smoke extends infinitely into the sky. This means it can even cover the jump arcs of Kawarij and the Mansurian Candidate.
  • Assassination: As already stated aboved, Fidays are very good as a speed bump unit. However, they are no slouches in combat either. Fidays are great at taking out snipers and other ARO threats.
    • Fiday deployment and use takes practice.
  • Bike Gangs: Using impetuous troopers need practice, but bikers require more finesse. When deploying Bikes and other impetuous troops, try to plan out their first Impetuous movement to go out of LoF. When you start your impetuous phase, determine the order you want to activate, have each impetuous model throw smoke to cover the pathway for next impetuous model. Another protip: Placing them 6" behind the deployment line means that their first Very Impetuous order is unlikely to get them killed and give you plenty of room to use covering smoke grenades.
    • When deploying think of a path they'll need to take to safety get into striking distance.
    • Use caution around enemies with MSV2. They can see right through the Smoke.
  • Doctors: High Willpower and the ready availability of Doctor Plus means you can reliably get models back in the fight, you should definitely try to bring doctors and leverage this, even just the presence of them can force enemies to spend extra orders finishing off your unconscious troops. Be warned not to get over committed to healing your troops though, always consider how many orders it will take you and whether it's worth it.