Infinity/N4 Tactics/Qapu Khalqi

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Revision as of 19:31, 19 October 2022 by 1d4chan>Diomedes (Why Play 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 OOP, and others that may appear lacklustre compared to more recently designed 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 nation, primarly tasked with 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, 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 of 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 of the table, 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, then? It's a cool, older faction, with some really nice and tricky to find OOP models, it has a variety of ways to play and build lists that will keep you endlessly experimenting, and entertained, 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 roughy-toughy marines on speed 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

  • 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

Unit Identifier Qapu Khalqi

Light Infantry

  • Bashi Bazouks:

This unit has a unique combination of equipment and skills which make them ideal disruption units. Holoprojector, Holomask, and Parachutist provide the Bashi Bazouk with the tools to both confuse and deceive your opponent, however, their particular skill set, and that they are irregular troops, means they require some foresight and finesse to use well. Whereas in previous editions you could throw one or two of these into a list without too much concern, the 15 order cap of N4 means you have to consider carefully what they will do for you. Their best function is to come in from off the table in turn 2 or 3, but this means you will lack those orders from the start; that is a manageable risk of course, but you also have the option of taking the Yuan Yuan, which is cheaper, does the same job, and carries the always useful smoke grenades. That said, there is nothing quite like the Bashi Bazouk, and with practice they will reward you. Popular profiles include the cheapest version carrying an SMG and Chain Colt, Combi rifle and E/M Mines, and the Specialist Operative with an AP-Rifle and Light Shotgun.

  • Beasthunter Freeguild:

This unit was introduced with the launch of Corvus Belli's Infinity themed boardgame, TAG Raid. Ostensibly the Beasthunters work to kill the deadly mega fauna of the planet Dawn, home of the Ariadna faction. How they found their way into Qapu Khalqi is unclear, but you should be happy about it anyway because they bring qualities that are rare in the faction.

Beasthunters fit into the broad QK pattern of unconventional CC specialists. They have CC21, Natural Born Warrior, CC Attack (+2 DAM) on a PH of 13, and a DA CCW. This means that although they don't boast Martial Arts, they have the ability to mix it with the best CC specialists and have a chance of coming out on top. Add to this Forward Deployment +8", camouflage, mimetism (-3), Super-Jump, Terrain (total), and Surprise Attack (-3) and they can wreak havoc in the opposition lines, if given half a chance.

When it comes to shooting there are a two flavours: Heavy Flamethrower/Panzerfaust and Heavy Flamethrower/Tactical Bow, both of which suggest close quarters fighting is a priority for the Beasthunter, especially when paired with the AP mines that all profiles get. Speaking of which, there is also a non-camo minelayer version, for when you really need to protect your DZ with templates. And did I mention that they are cheap as chips, thanks to being irregular? All in all the only problem with the Beasthunter is that you can't habe more than the AVA of 1.

  • 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 flexible line troop slot, with specialists and SWC weapons, and they have a LT option which comes at 1SWC, which is frankly worse than useless in Qapu Khalqi. They used to count as Ghulam, which was nice for getting a pure fireteam linked Multi Sniper Rifle into your army, but since the 2022 fireteam rules update Alquaciles lost the one thing that made them worth taking, which was their ability to benefit from full core fireteam bonuses. Now they are just less good Ghulam, and nobody wants that.

  • Fiddler Aristea!'s ex-toymaker:

A new addition to Qapu Khalqi as of ITS Season 13, Fiddler immediately became an important unit for the faction. For starters she is a very solid WIP14 Engineer, which is useful in a faction with plenty of HI and REMs that might get hacked, but Fiddler is so much more than that. Like with many QK units her stats are not stellar, though there are a few stand outs: MOV6-4, CC18, BS12, PH12, the aforementioned WIP14, ARM1 BTS3 and W1 bespeak her specialist status, but her Skills and equipment elevate her to the peak of what QK can do.

Firstly she is shock and crit immune, which goes nicely with her No Wound Incapacitation, and means she can take a hit. In addition to Dodge (+3) and (+1") she has an FTO profile (sadly not usable in any QK fireteams) with Super Jump, or two solo variants with Climbing Plus. This makes her extremely mobile, so she can reach objectives quickly and via unexpected vectors, and speaking of unexpected vectors, you might be wondering if she can kill stuff too - of course she can! Fiddler gets to take up to 2 peripheral Jackbots (she can also take 2 Nasmat as well, if you want) that are just as fast and maneuverable as she is and they are equpped with Vulcan Shotguns and the Explode rule. It can be trivially easy to roll them up a wall and blast a hiding skirmisher or fireteam and if they lose the face to face, or simply don't kill as much as you wanted, they will explode, taking any survivors with them.

If all that wasn't enough Fiddler comes with a Contender (+1B) from her days in Aristea! D-Charges, a Breaker Pistol and Drop Bears. Fiddler has forks on forks on forks on forks and she is even good in Close Combat. CC18 is respectable, but it also comes with CC Attack (+1B) and you can ride your Jackbots into CC for support giving you the rarely seen Burst4 in active turn CC. Tasty!

  • 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, multiple Lieutenant options, and superior Specialist profiles, thanks to universal WIP14. The most notable are the Doctor (+3) and NCO. The Doctor can confidently patch up unconscious troopers on a WIP17, and the NCO can use your LT order to poot grenades and smoke grenades across the board from his grenade launcher, very useful. Other notable specialist include a Number 2 with Panzerfaust and FO and hacker profiles that both benefit from the strong WIP14 of all Ghulam; an honourable mention also goes to the E/M mines and Deployable Repeater profile. All in all you could not wish for a better basic LI trooper and if you are leaning into some of the more expensive individual pieces that QK can take, then you could do worse than 3-5 Ghulam to back them up.

  • Hafza Unit:

This unit is the glue that holds QK together, without the Hafza the faction does not work. On the face of it the Hafza are pretty basic. MOV4-4 BS12, PH10, WIP14, ARM2, BTS0, W1, are not stats that inspire confidence, and yet they are AVA4, what's going on? Well, they have three things going for them: 1) They are cheap, the most expensive version with a Spitfire clocks in at just 22 points and 1SWC, you can get a very natty HRL and Assault Pistol profile for just 17 points and 1.5 SWC, and there is an LT option for just 15 points. 2) They have Holomask, so can appear as if they are any S2 unit. 3) They can be part of any fireteam in the faction, and crucially "count as" for all Haqqislam fireteams.

What this amounts to is that they act as makeweights for any one of the expensive fireteams you will want to take in QK. Do you want a pure Janissary core fireteam, but doing so means you can't afford anything else? Well jettison 2 of those Janissaries and replace them with Hafza and hey presto! You save points and nobody is any the wiser. Know or suspect your're gong to come up against some serious mimetic threats and need MSV2, but can't afford 5 Djanbazan and all the other stuff you want? Chuck out two of those speedfreaks and take a couple of Hafza instead. You get the idea. What's more they let you hide your LT quite nicely. It's probably in your core fireteam, right? But it could be anywhere!! Is it that core linked hacker you haven't used yet? Or is it the Odalsique you have hanging out with your Azra'il to dissuade CC threats? Who knows!! As if that wasn't enough, there is a tidy 17 point Forward Observer profile with deployable repeater that can be a hidden specialist in a haris team.

Hafza are there for you as a QK general, you need them and they are ready to do what it takes to get the job done. They're like the Infinity equivalent of a puffer fish, making themselves look bigger and more threatening than they are in the hopes that you think twice and don't skewer them. It's a very risky play in QK, but that's what you are as a QK general: A risk taker, a deep sea explorer, putting yourself out there, doing the needful thing and challenging the universe to stop you.

  • Husam Operative Leila Sharif:

We know her, we love her, it's Leila Sharif. Available in all flavours of Haqqislam, She is 20 points of thick curls, peachy butt, and the kind of equipment any specialist would sell their left leg to have on a mission. She's a character, she's a Killer Hacker, she's got E/M mines, she's got D-Charges, she's got a Shock Marksman Rifle and a Breaker Pistol, she's got BS12, WIP14, ARM1, BTS3 and she is here to complete. Your. Mission.

As far as fireteams go she's a Wildcard, but she also counts as a Ghulam, so you can rock her with Sixth Sense and BS15 and never even leave your own DZ. The only drawback she really has is that she is a Religious Troop, so finding cover after an unsuccessful face to face roll is not always a given, but WIP14 means that most of the time she does the smart thing.

Point for point she is one of the best specialist in the game and if you're not taking her you need to ask yourself: "what the hell is wrong with me?"

  • Medical Specialist Rahman Rouhani:

If you need to absolutely, definitely, 100% of the time (actually only 90% of the time) heal a trooper, then Doctor Rouhani is your man. For 21 points you get a WIP 15 doctor (+3) with Courage and No Wound Incapacitation.

That alone is worth the price of admission, but he also totes an SMG and a Flashpulse for short and long range, and inexplicably has BTS6, so Nanopulsers are not as much of an issue as you might imagine. The rest of his stats are nothing to write home about, MOV4-4, CC15, BS11, PH11, ARM1, W1, but his fighting prowess is not why you take him.

He's one of the best doctors in the game, his Flashpulse game is very strong, he pushes buttons like there's no tomorrow, and when you wildcard him into a haris fireteam, which you are definitely doing, he does all that stuff even better. Like with Leila, if you're not taking him then there is something deficient in your character and I hope we never meet.

  • Najjarun Engineers:

The basic engineer for Haqqislam, available in all flavours therein, the Najjarun is fine. A WIP14 Specialist with, rifle, light shotgun, D-Charges, Courage, and not a lot else, the only reason you would really want to take him is if you can't afford Fiddler and feel the need to support your HI and REMs vs isolation and death respectively. At that job he performs better than the average for his unit type across all factions, but really you need at least 1 Nasmat to make him worth it, so for this limited package you're ultimately paying 18 points, which is not a lot, but which never-the-less can be covered off better by either Fiddler or Cordelia. He does a job and sometimes you need that job doing cheaply. What more is there to say?

  • Odasliques:

A more kinda cool, but weird, but also problematic and nonsensical unit you will not find in Infinity. The Odalisque concept is based upon the horny misunderstandings of Western European travellers to the court of the Ottoman Empire. Generations of aristocrats and diplomats imagined that the Odalisques they heard of were secret, sexy/sex slave, bodyguards of the Sultan and his harem of wives, but they were in actual fact simple washer women.

Fastforward 180 years and Corvus Belli are looking for cool things to put in their Islamic Golden age sci-fi faction and they fail utterly at their due diligence (or they just didn't care) and decide the sexy Ottoman lady bodyguards need to be in their game.

Odalisque are members of a specially trained cadre of people (men can be one too now, you guys - equality!) who are both medically enhanced and trained in the ways of being sexy/deadly concubines/companions who are hired out to offer a more refined/sexy type of protection to the wealthy and important of the Human Sphere. Why they are in the Haqqislam navy is unclear.

While this failure is regrettable, the unit is mostly not. We're looking at a tough CC specialist that lacks almost all of the usual features of CC specialists in Infinity. MOV4-4, CC18, BS12, PH10, WIP14, ARM2, BTS0, W1 doesn't scream "deadly combatant" in anyway, however, each Odalisque also has CC Attack (-9), Courage, Now Wound Incapacitation and Immunity (Shock). They also get their pick of either Sixth Sense or 360 Visor and all get a MULTI Pistol, and a PARA CCW, which causes a save against PH (-6). You can take a budget gunfighter in the Spitfire/Nanopulser variant for 30 points and 1SWC, that can also fight in CC. But if you want some cheap-ish filler that will dissuade CC charges (which is basically what they're for) then the 22 point option with SMG,Nanopulser and Flashpulse (+1B) is the way to go.

Odalisques are as close as you get in Infinity to a CC tarpit. Against a proper CC specialist the Odalisques target number will usually be 15. Awful. But, the CC specialist will probably be on 16 or less, so they turn any CC engagement into a pathetic slap-fight. But at least your other units are not dying to a CC monster, hopefully.

  • 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 attacks, and he's got Marksmanship and NWI. Neither the rifle nor the contender he can take as a main armament have the rangebands you wish he had, but with the MULTI pistol he's got a positive rangeband from 0-16", which overall makes him an potent close-range fighter. He can join Kaplan and Janissary fireteams, who can fill in for his deficiencies and help turn his rifle into a sawn off Spitfire, which is nice.

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 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.

Tactical Armor Gear

  • Iguana Squadron:

The largest light TAG in the game, the Iguana’s claim to fame is it paltry 2 STR and Ejection System which, on the destruction of the TAG, drops a smoke template on itself and releases a BS12 2 wound HI Operator, toting a basic HMG. Basically Iguana is not designed to last, but to sprint forward take up space in the midfield and lay down the hurt using it's very good BS14, DAM16 HMG and Heavy Flamethrower, before in its reactive turn inviting midfield hackers to take a shot which at it, with AROs through its onboard Repeater waiting to strike.

A great idea in principle, unfortunately like so many QK units the Iguana is tuned to a different age of the game. In reality 2 STR and S7 means that it is relatively easiy for good gunfighters to take it on, and nowadays the prevalence of pitchers and deployable repeaters mean that hackers do not need to risk going into ARO range of the Iguana to take it out with a comms attack. It has all the other kit you might expect of a good TAG, high ARM and BTS of 6, ECM: guided (-6) and ECM: Hacker (-3) all mean that it is not trivially easy to kill, but with only 2 wounds it lacks the staying power of other TAGs. Fortunately it is not overly expensive at 65 points, but it still sits in a bracket that means you more often than not end up building around it, which is not great for such a disposable unit.

  • Scarface And Cordelia:

They're still around and are still doing what they do best: kicking asses. Scarface throws down with an array of shooting options: Mk12(+1B) and an Heavy Rocket Launcher(+1B), AP HMG and Panzerfaust, or an AP Spitfire(+1B) and Panzerfaust, all with +1DAM and teamed with a DA CCW. This big guy gets all the usual TAG defences you should expect, ECM Hacker (-3), ECM: Guided (-6), ARM7, BTS6, STR3, though his relatively low BS of 13 is a drawback, but really shooting is what you are doing incidentally while on your way to exercising a close combat bloodlust unrivalled for a model of his size.

On a platform that boasts MOV 6-4, CC22 and PH16, Scarface also gets CC Attack (-3) and Berserk (+3) which means on the turn that he uses Berserk he is hitting unopposed on CC25, and if you come up against someone with Martial Arts they suffer an unmodifiable -3 to their CC stat, which levels the playing field against all but the very best CC specialist. So Scarface is the original CC bad boy of the TAG world and still does a mean job of laying down DAM16 DA hits in Close Combat.

Incredibly, when he is inevitably forced to bailout of his smoking wreck of a TAG, he gets to keep his BS Attack +1DAM, CC22, CC Attack (-3) and Berserk (+3) and pulls out a Boarding Shotgun, for good measure. Unfortunately he trades his DACCW for a shock version, but he also becomes a WIP13 Specialist Operative, for when everyone is dead and you still really need to push a button.

All in all, Scarface is designed to get in your face and make a mess of your best laid plans, and he does it well. There is no TAG quite like him in the game, and none of the other six main human factions can take him - hell, the only other factions that can are the NA2 Druze and Ikari Company. Use him, love him, he is the fly in the ointment, the boot on the neck of your opponent, and when they see you are playing a Haqqislam sectorial they will never imagine Scarface is coming along for the ride.

On top of all that danger, when you take Scarface you are obliged to also take his sister, Cordelia. Fortunately she is a well equipped Engineer with -3 mimetism, WIP 13, a combi rifle, chaincolt and d-charges. Together these two are good value, despite a maximum cost of 85 points and 1.5 SWC (though you can take one of two 81 point version) for which you get 2 order generating units, a stone cold killer and a decent specialist.

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: