Infinity/N4 Tactics/Tohaa

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Revision as of 05:23, 20 August 2021 by 1d4chan>Benutzernamuel (→‎Light Infantry)
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The Tohaa are an advanced alien civilization in an open war with the EI and its Combined Army. Custodians of one of the greatest treasures in existence, the Tohaa have resisted the EI’s attacks for longer than any other race in the universe. Tohaa shine in the use of biotechnology, having fearsome viral weapons and tough symbiotic armors, but they are also capable of modifying other races to give them a higher intelligence and make them fight at their direction. Now the Tohaa need allies and humanity seems to be an ideal candidate to act as a buffer in front of the might of the Combined Army.

Why Play Tohaa?

Tohaa have a bunch of unique mechanics that make them quite appealing. Most importantly they have Fireteam: Triad on a lot of their units, which allows to have as many fireteams as you want, and can mix any unit with this trait into a fireteam- if you're a fan of flexible fireteams, well Tohaa have arguably the most flexible ones. Tohaa are the stars of multi-wounds units, repping more of these than any other faction. They don't bother with remotes, but use Chaksas for the same purpose, which are way easier to hide and less affected by hackers. Which brings their next selling point, Tohaa have their own kind of hacking with Symbiobeasts, because regular hacking isn't half as cool as using pokemon! They also have wide access to the deadly viral weapon trait. Unfortunately a bunch of their range is out of production, but with the proxying rules and the range of still available units Tohaa remain a very playable faction. Good luck hunting a Gorgos down on the 2nd hand market though.

Special Skills

  • Fireteam: Triad: This special rule gives the Tohaa a huge advantage in flexibility when it comes to listbuilding. Triads have no limitation in availability, meaning you can add any profile with this trait into a link and mix it with other units like they're wildcards. It's not uncommon to see three or more triads in a single list.
  • Transmutation (W): No other faction gets access to more multi-wound units. While the profiles degrade when Transmutation hits they have way more overall resilience than the average faction in this game.

Weapons and Equipment

  • SymbioMate: A piece of equipment brought by the Kaeltar that gets listed to a unit during deployment. When a unit with a Symbiomate has to make a safe (this also applies to Comms Attack) their BTS and ARM become 9 for a single roll.
  • Nanoscreen: Gives a unit partial cover wherever they are, making them more resilient at gunfights.
  • SymbioBomb: Are disposable hacking devices with their own hacking programs- the big twist here is that the target doesn't need to be hackable to be affected!
  • Viral weapons: Is effectively a DA+Shock weapon against the BTS.

Units Overview

Light Infantry

  • Kamael Light Infanty: The generic cheerleader/linkfiller for Tohaa. They aren't really cheap but you can run as many as you want and they have a few nice and cheap specialist profiles, the most prominent being the FO, and can be your LT.
    • Hatail Aelis Keesan: Brings either a K1 or Viral Combi Rifle aswell as a Nanopulser and a Flash Pulse which does great with her WIP14. She's also a hacker with KHD, making her a very good specialist, and Regeneration can get her up again from time to time.
  • Chaksa Auxiliars: Are basically doing what S3 remotes do in other factions, but they're S2 which makes them easier to hide. The cheapest version comes with baggage, sensor and a heavy flamethrower, but they also can have a HMG with 360 visor and Neurocinetics, or a guided missile launcher which pairs very well with all the attractive FO options in Tohaa.
  • Chaksa Servants: These are basically the peripheral of other factions.
  • Kaauri Sentinels: Non-linkable S1 troops with Biometric Visor, Discover (+3), Sixth Sense and MSV1. They also bring E/M mines and have Pheroware: Mirrorball on one of their profiles, which is basically Eclipse Smoke. Shock Immunity is cool to have on such cheap grunts, and they do a very good job at protecting your backfield.
  • Kaeltar Specialists: Come with either a SymbioBomb or 2x SymbioMates, and can have Chain of Command, making them a great defensive tool and enable picking a more offensive lieutenant. They also got Triad.
  • Kerail Preceptors: These are not linkable, but get Transmutation (W) and Superjump. Their main schtick are the symbiobeasts, which are peripherals which come with a Pulzar and a Viral CC Weapon (Surda Symbiobeast) and an optional Contender (+1B) (Mutan Symbiobeast). You can take up to two of the Surda or one Mutan, but since they also dodge on an 18 and are fast as hell the double Surda is way more attractive in most cases. The beasts are also Dogged to be extra dangerous, just make sure their handler doesn't get killed or out of range, and you're set to unleash carnage onto the tabletop!
  • Kotail Mobile Unit: Superjumping, non-linkable units with Holomask and Holoprojector, meaning a single Kotail can act as a Triad and turn into something else when your opponent doesn't expect it. They've got Transmutation (W), Shock Immunity and as the name says they're pretty fast. They have access to E/M grenades, a Spitfire and a FO profile.
  • Kriigel Agents:
  • Kumotail Bioengeneers: Both the generic doctor and engineer of Tohaa on one profile, this guy comes linkable with a WIP14 as a versatile specialist.
  • Nikoul Ambush Unit:
  • Rasail Boarding Team:
  • Reex Escorts:
  • Sakiel Regiment: Come with Transmutation (W) and with either a Spitfire or a Viral Combi they're nice budget gunfighters. They also have a LT option aswell as some specialist options. Worth mentioning are the E/M grenades on some of their profiles.
  • Sukeul Commandos:
  • Taagma Scheemers:
  • Tohaa Diplomatic Delegates: 5pts irregular Flash Pulse units- but they've got Pheroware: Eraser (which can isolate a target) and a Nanopulser for their 2pts extra over a Warcor (which Tohaa don't get).
  • Libertos Freedom Fighters: Are the highly popular irregular roadbump unit, coming with either a SMG or a light shotgun plus shock mines. They also get Camouflage and Forward Deployment (8"), dodge on a 16 and have Dogged!
  • Aida Swanson, Submondo Smuggler:
  • Krakot Renegades: Forward Deployment let's them find the right spot to deploy more easily, MetaChemistry (reroll) can give a very nice boost if the RNG-gods are in your favor. The veteran skill makes them immune to Isolated. Besides that they're bringing a bit of variety into the roster with their Chest Mines and a Red Fury option. Impetuous makes them both more vulnerable and efficient in taking the midfield- it's a double-edged sword really.
  • Cube Jäger: Irregular parachutists, both profiles bring Paramedic, which seems to be their whole schtick. With WIP 13 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. T

Medium Infantry

  • Gao-Rael Unit:
  • Chaksa Longarms: Ever felt the urge to field a DMG 16 portable autocannon? These guys got your back. The Longamrs get BS Attack (+1Dam) on their overall rather potent weapon choices. The cheapest profile brings E/M grenades which is worth mentioning. The ML profile is quite solid as an ARO pick. Bioimmunity makes them a tad more sturdy. They can form a Fireteam: Haris or Duo.
  • Gao-Tarsos Unit:
  • Kosuil Assault Pioneers:
  • Taqeul Officers:
  • Armand 'Le Muet,' Freelance Killer: Dude is a relentlessly aggressive trooper that beats down any enemy at any range and even has an extra wound to do. While poor old Armand cannot remember which side he's truly on; he still is an irritating ARO piece because of his -6 Mimetism. He also comes with the option of either a shock minelayer to protect himself, or a MSV1 though the MSV2 Brawler might be the more cost-effective sniper due to how costly Armand is. But that aside, if you're not planning on having a core-linkes sniper for that sweet +3BS Armand is great for an aggressive area-denying troop who does well in both active turn and ARO.

Heavy Infantry

  • Ectros Regiment:
    • Neema Saatar, Ectros Regiment Officer:
  • Kiel-Saan Covert Assault Unit:

Tactical Armor Gear

  • Gorgos Squad:

Warband

  • Kendrat, Krakot Renegade: He's the named Krakot Renegade. The increased cost pays for Dogged, total Immunity, Berserk (+3), MA L1 and Natural Born Warrior, but he loses MetaChemistry. That's a very acceptable loss given the fact he's wielding a Vulkan Shotgun and can risk taking a hit every now and then and still stand for at least the end of the turn.
  • Makaul Troops: Cheap and Fireteam: Triad, they are a fan favorite among the Tohaa players. Capable CC warbands with terrifying Viral CC weapons and an extra 2" on their dodge means they're really dangerous up close. They also throw Eclipse Grenades which is great! And they can make good use out of their Heavy Flamethrowers.

Skirmishers

  • Clipsos Infiltrators:
  • Draal Saboteurs:
  • Greif Operators:
  • Igao Unit:
  • Kiiutan Imposter:
    • Jaan Staar:

Building Your Army

One to two short paragraphs on list building.

Tactics

  • Shoot Enemy, Don't Die:
  • Don't Die:
  • Play the Objective: