Infinity/N4 Tactics/Tohaa
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:
- Nanoscreen:
- SymbioBomb:
- Viral weapons:
Units Overview
Light Infantry
- Kamael Light Infanty:
- Hatail Aelis Keesan:
- Chaksa Auxiliars:
- Chaksa Servants:
- Kaauri Sentinels:
- Kaeltar Specialists:
- Kerail Preceptors:
- Kotail Mobile Unit:
- Kriigel Agents:
- Kumotail Bioengeneers:
- Nikoul Ambush Unit:
- Rasail Boarding Team:
- Reex Escorts:
- Sakiel Regiment:
- Sukeul Commandos:
- Taagma Scheemers:
- Tohaa Diplomatic Delegates:
- Libertos Freedom Fighters:
- 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: