Infinity/N4 Tactics/Qapu Khalqi: Difference between revisions
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==Why Play Qapu Khalqi?== | ==Why Play Qapu Khalqi?== | ||
That's a really good question! In an edition of the game filled with fearsome TAGs and incredible Warbands, awesome alien hackers, and deadly invisible ninjas what does Qapu Khalqi offer the interested player? The short answer is: challenge. | |||
The longer answer requires a very short Infinity history lesson: QK was the first faction to receive the Haris fireteam rule, way back in N2, and as such it had some pretty cool and unique ways to play. However the heydays of N2 are now a distant memory and unfortunately the rules for "The Men of the Gate" have not remained in lock step with more recent developments in the game. Therefore, playing QK can at times be painful and victories hard won. As with all sectorial armies, the unit selection is limited, but it is also old, with some essential profiles that are lacklustre compared to more up to day factions. | |||
As a Haqqislam player you might look across at your brothers and sisters playing Ramah Task Force and Hassassin Bahram and start to question your life choices, but wait! There is reward in the path less taken, and some uncommon joys. | |||
==Faction Features== | ==Faction Features== | ||
Revision as of 19:56, 18 October 2022
An overview for Qapu Khalqi, a Sectorial for Haqqislam WIP
Why Play Qapu Khalqi?
That's a really good question! In an edition of the game filled with fearsome TAGs and incredible Warbands, awesome alien hackers, and deadly invisible ninjas what does Qapu Khalqi offer the interested player? The short answer is: challenge.
The longer answer requires a very short Infinity history lesson: QK was the first faction to receive the Haris fireteam rule, way back in N2, and as such it had some pretty cool and unique ways to play. However the heydays of N2 are now a distant memory and unfortunately the rules for "The Men of the Gate" have not remained in lock step with more recent developments in the game. Therefore, playing QK can at times be painful and victories hard won. As with all sectorial armies, the unit selection is limited, but it is also old, with some essential profiles that are lacklustre compared to more up to day factions.
As a Haqqislam player you might look across at your brothers and sisters playing Ramah Task Force and Hassassin Bahram and start to question your life choices, but wait! There is reward in the path less taken, and some uncommon joys.
Faction Features
- Features 1:
- Features 2:
- Features 3:
Special Skills
- Skills 1:
- Skills 2:
- Skills 3:
Weapons and Equipment
- Equipment 1:
- Equipment 2:
- Equipment 3:
Units Overview

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 requires some foresight since they are dirt cheap irregulars. - troopers that are a low investment that have the added bonus that losing them does not hurt your order pool. Popular profiles include the SMG+Chain Colt, Combi+E/M Mines, and the Specialist Operative with an AP-Rifle and Light Shotgun.
- Corregidor Alguaciles: These are the most basic units in the game, they are in fact the bare chassis that all other profiles and units are derived from. They fill the line troop slot, and have a LT option which comes at 1SWC- which feels really bad but sometimes it still is something to consider. Qapu Khalqi doesn’t give them Fireteam:Core, but they count as Ghulams for fireteam compsition.
- 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. They can form a Core-link.
- Hafza Unit: The main reason to use these guys is them being a cheap way of having holomask in your list. That way you can protect an obvious LT or disguise them as something expensive to hide the fact you got a parachutist or hidden deployment trooper up your sleeve.
- Husam Operative Leila Sharif:
- Medical Specialist Rahman Rouhani:
- Najjarun Engineers:
- Odasliques:
- 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. Neither the rifle nor the contender have a nice rangeband, but with the MULTI pistol he's got a positive rangeband from 0-12", which overall makes him an unpleasant close-range fighter. He counts as Kaplan or Janissary for fireteam purposes.
Medium Infantry
- Djanbazan Tactical Group:
- 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. They can form a Core or Duo in Qapu.
- 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 don't really compete well as specialists in Haqqislam. Being able to form a Core or Haris they like having Wild Bill around to tag along.
- Sekban, Naval Special Unit:
Heavy Infantry
- Janissaires:
- 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, since Heavy Infantry are likely to roll Guts a lot. Can take both long and medium range weaponry and the basic MULTI Rifle option also has the ever present Light Flamethrower.
- Special Deterrance Group Azra'il:
Tactical Armor Gear
- Iguana Squadron: Larger than Gecko, but still a light TAG. Iguana’s claim to fame is the Ejection system and the 2 wound HI Operator. Basically Iguana is not designed to last, but to take at least one more shot than a regular TAG before going down. Mounted Repeater means it carries around it's own Hacker support. Comes with a vanilla HMG and a Heavy Flamethrower.
- The Operator, unlike most TAG pilots, is not a Specialist Operative but does carry a HMG.
- Scarface And Cordelia: They're still around and are doing what they do best, kicking asses. Scarface's TAG throws down with 2 Mk12's, an HRL and an AP CCW with assault. Not bad considering his high CC, PH and MOV. When he bails, he gets a BSG and becomes a Spec Op. His sister is a well equipped specialist with -3 mimetism, WIP 13, a combi rifle, and a chaincolt and d-charges. Together these two are very good value for their points since you get an option of three good weapon profiles as well as a mimetism equipped engineer for a -relatively- cheap price.
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 FTO version! It can be linked as a Duo with the Az'rail.
- Shaytaniyah: Guided missile remote.
Warband
- Yuan Yuan: Very cheap impetuous space pirates with combat jump on PH=11- what's not to love here? They have Booty for reasons of flavor, and come at 8 pts for their cheapest loadouts. Using them is a gamble, but since they're pretty cheap and a ton of fun there is still a point in fielding them. You will never forget successfully trading your Yuan Yuan against some expensive active turn gunner that one game.
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.
Building Your Army
One to two short paragraphs on list building.
Tactics
- Shoot Enemy, Don't Die:
- Don't Die:
- Play the Objective: