Infinity/N4 Tactics/Qapu Khalqi

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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 may appear lacklustre compared to more up to date 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 on the path less taken, and some uncommon joys.

So who are Qapu Khalqi, and how should you approach playing them?

The background to the faction is that they are the defacto Navy of the Haqqislam, protecting the Silk routes from pirates, ne'er-do-wells and other factions who wish to bypass the Haqqislamite monopoly on the Silk trade. They also protect travellers, or whatever.

The catch to this otherwise seemingly very lucrative job is that the Sultan likes to keep as much of his wealth to himself, and Haqqislam doesn't have the industrial might of the likes of PanO and Yu Jing, so they hire in mercenaries and pirates, endowing them with the status of privateers, to fight for them.

On the table this makes QK something of a patchwork faction (often thought of as NA2 before NA2 was a thing) containing a mix of Haqqislam, Nomad, and non-aligned mercenary units. This unique mix of units, coupled with quite high unit costs for some of the faction staples, make Qapu Khalqi something of an unsolved faction. This means that it is possible to build a list that can competently take on any one opponent, but there is very little in the way of indispensable units that are always useful and effective, and nothing approaching an all-comers type of list that can address any threat.

In this way QK can be whatever you make it. It's possible to pack the midfield with camo, it's possible to make a list seemingly filled with HI, or with two TAGs, it's possible to take seven AD troopers for a collective total of 15 apparent models dropping in from the side, or via Combat Jump. All these things are possible, and more, but whatever you do you will be forced to make hard choices and leave notable gaps in your setup that you will have to account for - or pay the price.

So why should you play Qapu Khalqi? It's a cool, older faction, with some nice and tricky to find OOP models, it has a variety of ways to play and build lists that will keep you endlessly experimenting, but it also has some distinct shortcomings that a good general will have to be aware of, and do their best to mitigate.

If you like the idea of a rag-tag band of pirates and rough and marines teaming up to protect the profits of a cadre of unimaginably rich and powerful oligarchs (and who doesn't love that?!) then maybe QK is the faction for you!

Faction Features

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  • Features 2:
  • Features 3:

Special Skills

  • Skills 1:
  • Skills 2:
  • Skills 3:

Weapons and Equipment

  • Equipment 1:
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Units Overview

Unit Identifier Qapu Khalqi

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: 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, 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 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.
  • 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: