Infinity/N4 Tactics/Ramah Taskforce: Difference between revisions

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==Units Overview==
==Units Overview==
*'''Overview 1:'''
*'''Overview 2:'''
*'''Overview 3:'''


'''Remember to keep Unit blurbs below short and succinct.''' This is 'what they do and why they're good' not 'here's how you use them'. Keep them to a paragraph.
===Light Infantry===
*'''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. As usual they can form a Fireteam Core.
 
*'''Husam Operative Leila Sharif:'''
 
*'''Khawarijs:'''
**'''Tarik Mansuri, Khawarij Amir:'''
 
*'''Medical Specialist Rahman Rouhani:'''


===Light Infantry===
*'''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.
*'''Light Infantry 1:'''
 
**'''Special Character:'''
*'''Naffatûn:'''
*'''Light Infantry 2:'''
 
*'''Nahab Aeromobile Team:'''
 
*'''Najjarun Engineers:'''
 
*'''Namurr Experimental Operative Group:'''


====Mercenaries====
*'''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.
*'''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.
*'''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.


===Medium Infantry===
===Medium Infantry===

Revision as of 10:52, 23 August 2021

An overview for Ramah Taskforce, a Sectorial for Haqqislam WIP

Why Play Ramah Taskforce?

Maybe you like the fluff of armored super soldiers, backed up by bio engineered skirmishers that just won't die, or maybe you like having access to Heavy Armor and good BS skill. Or maybe you're someone who really likes TAGs, Ramah has AVA 2 for Maghariba Guard and the Shakush. While building lists with max AVA is probably not the most competitive choice, who cares?! Double Scorpion Mechs sure does attract attention if you are looking attract new players.

Ramah Taskforce is more direct than Haqqislam's other sectorials, relying on good shooting stats and heavier armor more than the rest of Haqqislam. This doesn't mean they can't still bring some of the flexibility and LI infantry specialty of Haqqislam. For example: Tauregs provide great Hidden Deployment capabilities and with Mukhtars and Nahabs you can still pressure the midfield immediately.

Faction Features

  • Durable (for Haqqislam): Compared to the other sectorials for Haqqislam, Ramah features Heavy Infantry (3), as well as having the most multi-wound (6) and NWI units (6). With 8 different options for Doctors, all with Haqq's specialized Doctor[+3] or Doctor[2w] this means your force can be more durable than it might initially seem.
  • 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

  • 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. As usual they can form a Fireteam Core.
  • Husam Operative Leila Sharif:
  • Khawarijs:
    • Tarik Mansuri, Khawarij Amir:
  • Medical Specialist Rahman Rouhani:
  • 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.
  • Naffatûn:
  • Nahab Aeromobile Team:
  • Najjarun Engineers:
  • Namurr Experimental Operative Group:

Mercenaries

  • 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.
  • 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.

Medium Infantry

  • Medium Infantry 1:
  • Medium Infantry 2:

Heavy Infantry

  • Heavy Infantry 1:
  • Heavy Infantry 2:

Tactical Armor Gear

  • TAGS:

Remotes

  • Remotes:

Warband

  • Warbands: You have one warband choice, it's more expensive than some warbands, but it's a banger: Carmen St. John on a Motorcycle with her trench hammer packing Antipode sidekick Batard. They both have Dogged, dodge +2" and can bring the pain if properly used. Batard is synchronized so he will have to stay in cohesion to be usable. They both have great MOV values and with the chance to attack twice if you can get them both in range they can trade up extremely well.

Skirmishers

  • Skirmishers:

Building Your Army

One to two short paragraphs on list building.

Tactics

  • Shoot Enemy, Don't Die:
  • Don't Die:
  • Play the Objective: