Infinity/N4 Tactics/Haqqislam
The unit overview and tactics for generic Haqqislam.
What Is Haqqislam
Haqqislam (from the Arabic “Haqq Islam”: New Islam) is a faction in Infinity founded on a philosophical revision of modern Islamic culture and faith. The faction rejects dogmatic, fundamental, religious concerns and instead focuses on the ‘Search for Knowledge’ and humanism. Haqqislam society is interested in wisdom and the value of the individual rather than old traditions.
The story of Haqqislam starts in the late 21st century with its creator Farhad Khadivar. His proposition was to create a branch of Islamic thinking that prioritised rationality, and rejected authoritarian religious scholars and fanaticism. His vision was to return Islam to a golden age in which individuals could focus on the exploration of science, mathematics, and philosophy. He thought this could be achieved through religious reform.
Farhad attracted many followers, particularly due to his gift for communicating with the rich and powerful. Influential individuals such as the PR expert Hamid al-Din al-Hamdani joined the cause. This ensured that Khadivar’s message spread globally. However, traditional Islamic nations persecuted Haqqislamites, and other democracies viewed them with suspicion. The ideas behind Haqqislam met fierce resistance on Earth.
The answer to Haqqislam’s problems lay in space. A collaboration between Haqqislamite astronomers and NASA resulted in the discovery of the planet Bourak. Unfortunately, this planet, Bourak, orbited too close to its nearby star, resulting in extremely high temperatures. Undeterred, scientists and geologists quickly set to work terraforming the planet and faithful Haqqislamites began ariving in droves, finding the atmosphere not too dissimlar from many Middle Eastern nations we are familiar with today.
Since the discovery of Bourak, Haqqislam has become a predominant power in the Human Sphere (the Human Sphere refers to mankind in its entirety – including the various planets that are now inhabited). One reason for this is its monopoly on the trade of Silk, which is a pharmaceutical substance that is essential to the process of resurrection and other advanced medical procedures. This monopoly, along with Haqqislam’s innovative mercantile tendencies, have enabled the faction to quickly develop and see great success.
Haqqislam is considered a nation of scholars, merchants, healers, and great thinkers. Their hospitals and spas are recognised as being at the cutting-edge of the healthcare industry. Haqqislamite caravansaries can be found across the Human Sphere. These caravansaries act as places to stay and do business for travelling merchants. Haqqislam both profits from and supports free trade across the breadth of human civilization. Their exports of luxury, semi-luxury, and medicinal products are highly sought after and some are absolutely essential for the day-to-day runnings of humanity.
Supporting Haqqislam’s economic activity is a well organised military, which consists of forces from across the various regions of Bourak. Due to the wide-ranging regions they represent, the Haqqislamite military contains a disparate mixture of units each with a different approach to combat. This grants Haqqislamite commanders a wealth of tactical options. However, in accordance with Bourak’s desert climate, light troops are favoured for their rapid deployment and maneuverability.
Haqqislam’s standing force is recognised as the most numerous in the Human Sphere and these brave men and women are ultimately responsible for the safety of the citizens and trade routes that continue to define the faction.
(Taken from the Haqqislam blog UnderBouraksSun)
Why Play Haqqislam
Haqqislam has the widest and most versatile range of Light Infantry. Many of their troops are lightly armoured but have amazing super-human abilities such as regeneration or enhanced mobility.
Their troopers have the highest average willpower - WIP - value (essentially how good they are at technical actions) compared to any other faction making their 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
Special Skills
- Doctor [+3] and Doctor [2W]: Haqqislam are the masters of medicine. Their doctors are the finest in the Human Sphere. Every Trooper native to the Haqqislam faction with the Doctor skill also gets either [+3] or [2W] (mercenary troops like Kaplans are not native Haqqislam troopers). Doctor [+3] gives an automatic +3MOD to the user's WIP roll to heal a fallen trooper. Doctor [2W] will heal two wounds on an unmodified WIP roll, useful for bringing your Heavy Infantry back to full strength from unconscious state.
- Bioengineering: Due to their advances in medicine, Haqqislam also has a high number of enhanced troopers with Regeneration or Super Jump as well as BioImmunity. Super Jump lets you use the Jump skill as a short move order instead of taking a full order. Regeneration allows you to do a PH roll in the states phase to recover 1 wound if you succeed or lose 1 wound if you fail. BioImmunity allows you to choose whether you use your BTS or ARM as your state for saving against an attack, so you can pick which ever one is higher or avoid AP effects by using your BTS instead of ARM.
Weapons and Equipment
- "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. In N4, this has gotten even better, providing most troops in Haqqislam with a burst 2(!!!) direct template, good for Intuitive Attacks and ruining the days of mimetism troops.
- 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 two factions with access to Impersonation, the other being CA. Both are incredibly useful tools with fewer counters than the more common Camo.
Units
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.
Medium Infantry
- Djanbazan Tactical Group: Reasonably tough infantry with MSV2 which allows them to shoot accurately at enemy units with mimetism, and see through smoke. Lots of lists love to combo these with units that have smoke grenades so that they can throw smoke and then shoot through it safely. A little bit expensive to justify without the smoke-trick, because fundamentally close to 30 points for a 1W troop with BS12 isn't great. But if you do plan on using the smoke-track then they're very good.
- Hakims, Special Medical Assistance Team: A parachuting doctor with WIP15. Not a great gunfighter and not super survivable (though regeneration helps). They're really here to walk on the side of the board with parachutist and score objectives or pick up unconscious units that pushed forward.
- Hassassin Govads: Like Djanbazans but cheaper and trade MSV2 for MSV1. Not a well-loved profile in vanilla because there are just better options, but far more useful in sectorial when they can be thrown into fireteams. One really interesting profile is the hacker. Govads have veteran which means they're immune to the isolation state. One of the best hacking programs (oblivions) causes the isolation state. Therefore the govad hacker is a hacker that's immune to one of the best hacking programs an enemy might use against you. Worth it? I'm not sure. But worth playing around with.
- Hassassin Muyibs: Absolutely fantastic units that are amazing in Hassassins but mediocre in vanilla Haqqislam. They're reasonably costed, bring a good BS attribute of 13, have a lot of good profiles, and biommunity means you're usually saving with BTS3. The tactical awareness profiles generate both a regular and irregular order every turn which is cool if you want extra efficiency in a fireteam. Also note that nearly every profile brings a panzerfaust, which is a neat trick.
- Hassassin Ragiks: A combat jump unit with BS12, dogged, and WIP15. Quite a flexible troop. The spitfire profile can be used to land behind enemies and start gunning things down. If it takes a hit it can keep going due to the dogged rule. The hacker profile combined its good WIP score of 15 and the stealth rule to more easily approach and score objectives, or enemy units that are hackable. A little bit pricey but absolutely amazing in some circumstances. Definitely worth an inclusion in a list as your main 'trick'.
- Saladin, O-12 Liaison Officer: One of the best lieutenant choices in Haqqislam. Strategos makes his lieutenant order a regular order, which means you can end up with 11 regular orders in one group. It also lets you move one troop between groups for free at the start of each turn (which saves on command tokens). He also gives you +1 command token. Basically an amazing lieutenant choice if you want logistics. More orders, more command tokens. Not an amazing aggressive unit but not awful either with BS13.
- Sekban, Naval Special Unit: Cheap units with ARM3, BS13, 360 visor, and NCO. NCO is cool because it lets you spend lieutenant orders on them as though they were your lieutenant. This is great if you've taken a passive lieutenant that wants to hide, but you don't want to waste the order. The ARM3 and 360 visor make them pretty reasonable ARO pieces. The AP rifle gives them a use against heavy infantry. Not a common inclusion in lists but there's nothing really wrong with them, they're just not absolutely top tier.
- Yara Haddad, Intel Ops Mutafawiq Officer: Yara is amazing. She's amazing in vanilla Haqq and she's amazing in sectorials. BS13, MSV2 and a weapon with AP ammunition for 25 points is so, so good. She's absolutely not a defensive pick, but instead is a great offensive piece. She's just everything you could hope for in a gunfighter at this price-point.
- Zhayedan Intervention Troops: Some of the best active turn shooters in Haqqislam. Their marksmanship skill means they ignore cover penalties when they shoot, so they're essentially BS15 instead of BS12. This makes the HMG a lethal active turn piece. In sectorials they can form fireteams which increases their punch, but they quickly get expensive. A really nice one-of that you'll likely want to test out, but difficult to justify multiple.
Mercenaries
- 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. 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.
- Druze Shock Teams: Your standard Druze packs a combi-rifle, chain colt, an X Visor, and a viral pistol with Veteran and BS Attack (+1 Dam). Druze options include a paramedic, a lieutenant, a panzerfaust, a normal hacker, or a killer hacker. They can also take a HMG or a MULTI-sniper with -3 mimetism, but the spiciest profile adds a normal grenade launcher as well as an E/M grenade launcher. The EM/Regular Grenade launcher when combined with the X Visor allows you to roll the dice and potentially cause your opponent to have a very bad time (tm). Druze Shock Teams have a dizzying array of options, but they carry a heavy price due to the amount of weapons they bring with them.
- KTS, Kaplan Security Units: Kaplans come with a of WIP 14, making their specialist profiles very appealing. They also bring a few extra weapon options to the faction, but overall they don't appeal too much in Haqqislam due the strong competition for their role.
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! Often passed over because it is an expensive troop, it's absolutely a toolbox that's worthy of testing if you want a flexible pick. The mines give it great potential for zone control, and both profiles have respectable reactive and active weapons.
- Asawira Regiment: One of the best troops in Haqqislam, hands down. Unapologetically tuned in vanilla Haqq and absolutely monstrous in the Hassassins sectorial. BS14 is really top tier shooting, and the AP spitfire can rip right through armour. As if that wasn't enough they're amazing in close combat with their CC23, martial arts, and berserk. AND they're extremely tough due to ARM4, 2W, and BTS9. One trick with Asawira is that they can include enemy hackers due to their stealth rule, (as long as they don't break stealth by shooting). This gives them a level of protection that a lot of heavy infantry lack. In vanilla Haqq they're balanced a little by the frenzy rule which sees them go impetuous after wounding an enemy. Be warned this has a huge negative effect on your face-to-face odds because not being able to claim cover is awful. But Asawira are bonkers in fireteams because in that situation the frenzy rule is cancelled.
- Hassassin Áyyār:
- Hortlak Janissaries:
- Janissaries:
- Special Deterrance Group Azra'il:
TAGS
Yes. TAGs plural. Welcome to N4 - let's meet your two options.
- 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. Haqq gets a Red Fury version!
- Shaytaniyah: Guided missile remote.
- Shibab: The TR HMG-bot.
Skirmishers
- Al Hawwa' Unit: Regular infiltrating specialists with a great WIP14. You can pick between FO, Minelayer (with a Sniper) and a Hacker. Great for having an efficient button pusher.
- Hassassin Farzans:
- Hassassin Fiday: One of the top reasons to play Haqqislam. Fidays are a monkey wrench on two legs. Use them when you absolutely, positively want to derail your opponent's plans right off the bat. Use them like the Spy in Team Fortress 2. Impersonation is an extremely powerful rules because it means that you're a marker that needs to be discovered twice before you reveal. This gives you two chances to make a beeline for the most vulnerable/crucial parts of your opponent's (visible) army and wreck it - whether it's order fodder, a suspected lieutenant, support pieces, etc. Fidays are one of the best turn 1 plays in the entire game. However, they're also good for hanging around in a hard to reach spot and going to secure the HVT at the last possible second, or just deploying mines, throwing smoke grenades and being a pain in the opponent's ass. Steer clear of biometric visors.
- Hassassin Shujae:
- Hunzakuts: Just as important as ever, especially now that Ghazi have been (reasonably) nerfed. Of note is the forward observer profile. Does objectives, lays mines, puts down a deployable repeater, shotguns dopes. Take one, probably two.
- Hussein Al-Djabel:
- Murabids Tuareg:
Warbands
- Kum Motorized Troops:
- Zamira Nazarova:
- Zuleyka Nazarova:
Sectorials
Sectorial Links
Sectorial Unit Identifiers
Below are some community created Unit ID Sheets for the Haqqislam Sectorials
- Ramah Taskforce:
- Hassassin Bahram:
- Qapu Khalqi:
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