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===Heavy Infantry=== *'''Janissaires:''' The basic Heavy Infantry option from Haqqislam. Since the release of the Asawira and the Bokhtar, these fine warriors have been supplanted as the HI of choice for vanilla Haqqislam, but in QK we lack such potent new units and so Janissaries can often end up forming the backbone of your list. Not as dynamic as their more recently developed Haqq HI compatriots, they make up for their slow 4-4 MOV with superior stats in almost all other categories. BS, PH and WIP are all 14, they get Dodge +1" and with a healthy ARM of 4 and a hearty BTS of 6, they can take some punishment. They come equipped with the big guns you expect of HI, but replace the usual Multi Rifle arrangement of other faction HI with an AP rifle/Light Shotgun loadout, which is arguably better. Don't forget your Tinbot -3 to back up your TAG tough BTS score! However, drawbacks include the Religious Troop rule, which is more of a double edged sword, and only one specialist, a doctor (2W) ("an HI 2W doctor!" I hear you cry, but wait, there's a catch.) That would be really nice, but he gains the ability to heal two wounds at the expense of doctor +3, which all other Haqqislam doctors get, and to add insult to injury Janissaries do not get cubes and so lose the all important ability to re-roll failed healing attempts. This makes the Janissary doctor the most dangerous doctor in Haqqislam - for your own troops. 30% of the time you will fail your doctor roll and simply kill your downed trooper, with no ability to try again. This is a very good rate compared to other factions, but for Haqq it is poor, and coupled with ample, cheaper, wildcard doctor options in QK, sadly the Janissary doctor rarely sees the table. *'''Mobile Brigada:''' The basic Heavy Infantry option from Corregidor. What sets these apart from other factions basic HI is that they have arm 5 and Courage which is an important perk that lets you pick whether you want to Guts into cover or not. Mobile Brigada can take both the long and medium range weaponry you expect of standard HI, and the basic MULTI Rifle option also has the ever useful Light Flamethrower, and while you're at it why not take a tinbot -6 for much needed hacking protection, available both for gunfighting and hacking profiles. The drawbacks in Mobile Brigada are the middling WIP of 13, which diminishes their hacker profile a bit, in comparison to other Haqqislam hackers where WIP14 comes as standard, and a merely good BS of 13, which means you're probably not taking any of the heavy weapon options when the BS14 Janissary is right there. The other drawbacks of the mighty MB is an AVA of only 1, and they are not fireteam linkable. This means that all together you really only have 2 options for Mobile Brigada in Qapu Khalqi: The hacker, and the MULTI rifle with tinbot -6. One is a fast, tough, specialist which QK lacks, and the other is a flexible, tough, midfield striker. Both do a good job in their respective roles, but they cost a pretty penny both, so make sure you are not leaving too many gaps elsewhere in your list. *'''Special Deterrance Group Azra'il:''' The reason you play Qapu Khalqi. The Azra'il is one of the most dangerous units in all of Infinity, though a quick glance at their stats does not hint at the threat lurking in this chonky and slow S5 HI. The relevant stats here are MOV4-4, BS13, PH14 (though dodging on 11,) ARM5, BTS3, W2, Immunity (Shock), so far so mediocre, but the skills and equipment are where the Azra'il comes into his own. Toting either an AP HMG or a Feuerbach(+1B) and a Heavy Pistol sidearm, he combines those weighty armaments with BS Attack +1DAM and BS Attack (Continuous Damage) and the ability to form a Haris fireteam. This unique combination of skills means that if you take the Feuerbach version you will be enjoying an active turn that delivers B4, DAM15, AP DA (Continuous Damage) shots to your target of choice, and in ARO two DAM15 EXP (Continuous Damage) shots. The AP HMG is only slightly less dangerous thanks to its more limited range bands, but with B5, DAM16 AP (Continuous Damage) respect is still very much due. He may only be BS13 with no vis mods to speak of, but he always has a chance to hit his target, and with ARM5 and hopefully in cover, he has the ability tank a hit from any weapon. Make no mistake, a serious gun fighting platform will be able to make short work of the Azra'il, especially if they can employ smoke and MSV2, but for the most part all targets are valid, and your opponent has to ask themself: Do I feel lucky? Because if they're not then their prize piece is going to be deleted.
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