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?[edit]
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 Pheroware Tactics and SymbioBombs, 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[edit]
- 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.
- Immunity (Shock): While a lot of units in most factions have this trait Tohaa even give it to some of their cheapest units.
- Pheroware Tactics: Tohaa have their own type of hacking on top of a bit of regular hacking. The big twist here is being able to target non-hackable targets!
Weapons and Equipment[edit]
- 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 whole action.
- 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.
- E/M grenades: Tohaa get a lot of E/M grenades. These things really can catch your opponent off-guard!
Units Overview[edit]
Light Infantry[edit]
- 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:Get Triad with a special option to take two Reex into their link. Kriigel have access to a bunch of the Pheroware Tactics, making them non-specialist quasi-hackers. They also get access to either a grenade launcher or the Phero-Booster, which hits on the BTS and tags the target on top of doing damage.
- 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: Is a Sniper with his MSV1 and Viral Sniper Rifle. Transmutation and Sapper make him a quite sturdy one at that! For two more points he gets the Minelayer specialist.
- Rasail Boarding Team: Competent gunfighters with Transmutation, Shock Immunity and Nanoscreen. All profiles get a Chaksa Peripheral with heavy Falmethrower on top of their already neat profiles. There's three LT options, a bunch of Mines, aswell as Spitfires and Viral Combi Rifles available for this one.
- Reex Escorts: S1 grunts with Triad and Shock-Immunity, but a point more than Kamael with the same stats. They don't really compell in Tohaa too much, but there's an extra option to take either the Spitfire or K1 Marksman Rifle for Tohaa.
- 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: Triad, Transmutation, Veteran, Stealth, Shock-Immunity, Courage, MIM (-3), and a BS13. An abundance of nice weapon options for all your needs, aswell as a FO profile which also can be your LT. These are very competent gunfighters for the price and gunning competence of a standard issue HI, but non-hackable!
- Taagma Scheemers: These sneaky units get Holomask and Triad, to pretend you've got something else in your link. They also have counterintelligence. They're cheap and their weapons are okay-ish, making them a good unit for either a bluff or just using counterintelligence.
- Tohaa Diplomatic Delegates: 5pts irregular Flash Pulse units- but they've got Pheroware: Eraser (which can isolate a target) and a Nanopulser AND the specialist trait for their 2pts extra over a Warcor, which is half the reason you‘d take one.
Mercenaries[edit]
- Aida Swanson, Submondo Smuggler: A Shasvastii in Tohaa?! 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 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.
- 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.
- 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!
Medium Infantry[edit]
- Gao-Rael Unit: MSV2 with Triad and Transmutation (W) and Shock-Immunity. These make excellent linked Snipers, but the other profiles are pretty sweet aswell. Also comes with a LT option.
- 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: Parachutists with Combat Jump, Transmutation and Shock-Immunity; there guys are really sturdy for an AD unit! They've got a Paramedic option to pop-up wherever they're needed, aswell as a Boarding Shotgun and a Spitfire Profile.
- Kosuil Assault Pioneers: These bring a deactivatior and a bunch of explosives into a Triad. Transmutation like all the MI make them quite resilient, and there's the option between engineers and minelayers. K1 Combi Rifles negate armor which is very scary, Alternatively you can bring a Boarding Shotgun and a Panzerfaust.
- Taqeul Officers:These get Regeneration on top of Transmutation, but that doesn't bring back to the first state. They're also linkable and are built to lead, or at least be a Chain of Command. While expensive these bring a bunch of perks into the role as LT, like a high WIP, and extra command tokens or orders. They also can wield a Viral Combi or Spitfire, and have access to Pheroware Tactics.
- 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.
Heavy Infantry[edit]
- Ectros Regiment:They seem to be relatively plain (for Tohaa) on special skills, which is actually nice since you pay for a 3-wounds gunning plattform that can be in a Triad. Special shoutout goes out to the NCO HMG and the LT option.
- Neema Saatar, Ectros Regiment Officer: Comes cheaper than the regular Ectros on an average, and her weapon options aren't that fancy- but a Spitfire or Breaker Combi on a 3 wounds gunfighter is still really good. The Breaker version comes with a Panzerfaust and a LT option giving you an extra Order and +1SWC. If that doesn't convince you to take her as LT the WIP15 might.
- Kiel-Saan Covert Assault Unit: The S5 unit of Tohaa- this one is a mixed bag. It gets pretty good gunfighting and CC skills, and it's pretty fast. It also is not linkable and gives you the choice between a Mk12 and a Red Fury, which both are midranged guns that aren't the most attractive tools, especially not in a faction full of viral weapons.Both profiles get a Panzerfaust though and MetaChemistry can cause some pretty wild bonus.
Tactical Armor Gear[edit]
- Gorgos Squad: The Gorgos turned into the holy grail on the 2nd hand market- mainly because it's actually pretty good now (but also because some madlad sculpted tiddies on a Gorgos). It only has one loadout, which consists of an AP Spitfire, a Flammenspeer and a Pulzar (plus Viral CC but that doesn't matter). The profiles are options between two different Chaksa Peripherals, or no Peripheral- which would be nuts since these guys are pretty helpful keeping stabby things away or tossing E/M grenades at something.
- Whenever the Goros loses his third wound he kind of disolves, leaving a S2 pilot which is actually a chick (just like Metroid!) wielding the same loadout and most importantly still generating the orders on top of being a specialist- just like an Escape System but with an extra wound!
Warband[edit]
- 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[edit]
- Clipsos Infiltrators: Pretty cheap and basic Hidden Deployment Infiltrators, with two specialist profiles to either push buttons or hide around a corner to kill something- sometimes even both! Since they're cheap it's even possible to run two if you feel cheeky.
- Draal Saboteurs: Linkable and with Transmutation (W), these are forward deploying specialists best used to take the midfield early, or keep your opponent from doing so. Their BS13 is actually great, MIM (-6) on top of that should scare away most things your opponent brings. All profiles are able to be put into suppressive fire, there are also two minelayer profiles and one carrying a Dazer- a rare piece of equipment creating difficult terrain within its ZoC.
- Greif Operators: These MSV1 wielding guys have Impersonation on one of their profiles- and Forward Deployment (8") MIM (-3) on the other two. Pretty useful to take out specific targets with Mimetism.
- Igao Unit: Camo-Infiltrators (MIM-3) that like to stab things- giving their opponent up to -9 in a duell! They're also frenzy meaning once they shanked something they don't get cover, so don't expect them to survive long after the first use. One of the profiles brings Pheroware: Mirrorball to get into position a bit safer.
- Kiiutan Imposter: Impersonators again, but these come with Transmutation and an E/Mitter, being particularly dangerous for HI and TAGs. They also get some other fun weapons like E/M mines.
- Jaan Staar: Gets an little boost in CC and an extra burst on his Viral Pistol for 2 points extra. No E/Mitter on this one, but shock mines and a Light Shotgun.
Building Your Army[edit]
The fact Tohaa having an abundance of choices and flexibility in listbuilding makes giving general advise pretty hard. That doesn’t make getting into the faction easier, especially considering their vast amount of special rules, skills and equipment. Kaeltar CoC and Makaul are often considered a staple- use Kaeltar for a triad with defensive ARO-pieces and stuff a Makaul or two into any offensive triad. Another unit worth considering for any list is the baggage Chaksa, making both an amazing Cheerleader and DZ-defender. Their sensor and baggage come in very valuable or completely irrelevant depending on mission and matchup.
Tactics[edit]
- Shoot Enemy, Don't Die:
- Don't Die:
- Play the Objective: