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Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Disclaimer: I am not Errhile. This is not my work. I have asked Errhile for his permission to repost this Tactica over on Dakka from the Official Forums from his thread here and he has agreed.

If you notice anything wrong or anything which has been updated in this Tactica thread (especially points/loadout changes) since posting please let me know and i will edit it when i can. Especially formatting....this is going to be a MASSIVE post and i cant link in the middle of the post to make the table of contents as helpful as it is when each unit has its own post...if you have an idea of how to better do this please let me know.

--

Note: this thread is a result of a summary of QK unts I made elsewhere, and I was suggested it could be made in a full-fledged Qapu Khalqi Tactica thread. I'll start with cross-posting the original post, then update, modify and expand it.


Qapu Khalqi

Qapu Khalqi - which can be translated as "Men of the Gate" - are the military force of the Funduq Sultanate: the part of the Haqqislam that is responsible for Silk transport and commerce in general, including protecting the Caravansarai space stations, Haqqislamite trade fleet and whatever trade interests the Haqq state does have out there. This includes letters of marqee, allowing Haqq-aligned corsairs to prey upon competitive shipping. A good deal of the Silk Route's protectors are private security companies, contractors and soldiers of fortune - mercenaries in short - who are also used by the Sultanate military.

General overview:
Qapu Khalqi are masters of Link Team shell games due to Hafza's ability of Holoprojecting as someone else and linking with any QK Link Team. We also have the (so far unique to QK) ability of fielding a Haris Team, an additional, 3-model team (of Sekban or Odalisques. Myself, I'm disappointed by Sekban, but the Girl Power works excellent).

We are short on on Infiltrators (only the al'Hawwa. They do the job, but aren't outstanding), trustworthy AD (Yuan Yuan make excellent finger in the eye disruptions to enemy line, and are super-cheap, but not exactly reliable or easy to control, Bashi Bazouk are somewhat limited with AD 1), so a Ragik HMG blitzkrieg is out of menu, and almost deprived of Mines (only al'Hawwa Sniper and the Shihab REM).

Light Infantry review:
Light Infantry are our main troops. They are fragile with their ARM of 1-2 and W 1, but not too fragile. And they are quick. MOV 4-4 means you can move them a lot and get into position where they will be in an advantage. Also, they are typically inexpensive, so you can recruit specialists for a sensible cost.

Al'waziri, the Corregidor's Algulaciles, Nomad Mercenaries in QK service. Cheaper than Ghulam and not linkable, they make good Order Monkeys, and can be used as a source of specialist - Forward Observer the Ghulam lack, or to bring in a Hacker a few points cheaper than Ghulam. AVA: 4, Non-linkable

- 10/0 Rifleman. That's the Order Monkey of Qapu Khalqi, does great when you need a cheap model to sit on its butt and generate Orders. On his own, he's roughly as competent as a Ghulam, so feel free to press him into action against a target of opportunity. However, the inability to work in Link Teams makes him less than ideal choice for offensive operations. Makes a good, inconspicious cover for a Hafza Lt.
- 10/1 Lieutenant. Unless you are looking for a cheap Lt. for a fully Merc QK force (some folks like to put together QK lists with no Haqq models in them for that mercenary feel), don't bother with him. He can't work in a Link Team, costs SWC, is rather squishy and his WIP is substandard to Haqq.
- 14/0 Forward Observer / Deployable Repater. The only source of Deployable Repaters in QK, so if you plan to run some serious Hacker sheningans, it might be worth a try. It is also the cheapest Forward Observer QK can field.
- 14/0 Paramedic. With a wide access to Doctors (Ghulam Doc being just 3pts more expensive, and way more effective), I can't really see a point to field Algulacile Paramedic.
- 15/1 Grenadier. Skip that option, equivalent Ghulam Grenadier is 1 point cheaper and can work in a Link Team.
- 19/1 HMG gunner. If you have a hole exactly in her shape - i.e. you have 19pts and 1 SWC to spend, and want an additional HMG, she's a viable option. Otherwise, a Ghulam HMG costs 21 pts and 1 SWC.
- 22/0,5 Hacker. The cheapest way to field REMs in QK, as he is 3pts cheaper than Ghulam Hacker - that's his edge. Otherwise, there are better Hacker choices in QK, but depending on the role you plan for your Hacker, it can be a viable choice. If he is there merely to enable the drones to be fielded, he's a logical choice, and he's an average Hacker on his own.
- 24/1.5 Multi Sniper Rifle. Expensive, and without the Link bonuses, but for a long time she was the only MSR availble to QK. Now the Kaplan brought their own, I can't see a reason to field her.
- 28/1 Missile Launcher gunner. While this choice is 2pts cheaper than a Ghulam equivalent, there are many more interesting choices you can field for that cost, and ability to Link tips the scales definitely in Ghulam ML's favour. Skip this one.

Bashi Bazouk. Corsairs, pirates and general up-to-no-good. Difficult to control and not exactly cheap AD Irregular (compared to Yuan Yuan), but he has a nice survival ratio thanks to Holoprojector L2 and ARM 2. Bashi Bazouks are potentially devastating, but using them requires careful planning: AD 1 Parachutist's entry zone has to be determined during deployment phase. They can be naturally fielded on the table, skipping the AD part (this will allow them to use their variant skill, Zero-G Terrain), and even use their Holoprojector L2 in L1 mode to pose as someone else. AVA 4, Non-linkable

- 16/0 Boarding Shotgun. My favourite variant, this Bashi Bazouk will do great wreaking havoc in enemy's rear. Boarding Shotgun allows to engage any target up close and personal, especially if you can take a shot against its back, and 16 points I'd consider cheap for such an unit.
- 17/0 Rifle + Light Shotgun. Here comes the standard Haqq gun. For one point more you get longer effective range and more Burst, or - if you choose - a weaker Shotgun blast (and no AP Slugs). Less universal, but more effective against light targets.
- 19/0 AP Rifle. Might be interesting if you expect to send the Bashi against numerous Heavy Infantry.
- 22/1 CombiRifle & E-Mauler. Our only E/Mauler. Given the difficulty you are going to face trying to set it up, I consider it to be not worthy the trouble. Use more direct firepower.

Ghulam, Haqqislam's basic line infantry, and IMO one of the better basic infantries in Infinity, even if a little costly (due to the infamous "shotgun tax"). They have decent stats, and access to a wide array of specialists - including an inexpensive Sniper Rifle, a Panzerfaust and a good ol' HMG. Don't miss the Ghulam Doc, she'll be doing a lot of good job saving butts of your soldiers. Ghulam are the bread and butter, and a well-managed Ghulam Link Team is a force to be respected - in smaller games, often the game winner, and in larger - they can still do a lot of harm to the enemy. Any enemy - hail of bullets from a linked HMG can take down even a TAG. AVA: Total, Linkable

- 13/0 Rifleman. Most basic of the basic, he's valuable as a part of a Ghulam Link Team and cover for a Ghulam Lt. Remember (as with any Haqq rifleman) to carefully wage your chances when deciding whether to use his Rifle, or Light Shotgun - if we have to pay the "shotgun tax", we might as well get some advantage from it.
- 13/0 Lieutenant. inexpensive and effective, plus he's easy to hide in a Link Team. He's often overshadowed by Hafza, but he's still a viable choice.
- 14/1 Grenadier. A very cheap upgrade compared to the Rifleman, only 1 point more, which makes the model a good choice in small games. A Linked LGL can be pretty effective, however - mind the distance, as even a Link is going to have some difficulties lobbing grenades over a long distance.
- 16/0,5 Panzerfaust gunner. A cheap, disposable alternative to the Missile Launcher, Panzerfaust works great as a deterrent - no one likes to be AROed with AP EX, and especially - not one fired from a Link Team. 2 shots only (which means that in most cases it is one go), but a viable choice.
- 17/0 Doctor. The cheapest of our Docs, she's nevertheless very effective. Plus having a Doc in the Link Team does indeed pay off - she's going to be close to possible casaulties. Asigning her a Nasmat Assistant REM (G: Servant) is a good idea, though you might like to keep her outside of a Link then. Combining Link and a Nasmat requires some tricks to be effective 1.
- 18/0,5 Sniper. Compared to Multi Sniper Rifles commonly used by the more advanced armies, the humble Sniper Rifle may look underpowered. Well, strictly speaking, it would be great to have DA ammo on it, but the old-fashioned Sniper Rifle is still an excellent weapon (and inexpensive!) - consider that, in ARO, it has the same Burst and DAM as a HMG, plus superior range. Bring two of these in a Link Team (just 36/1 points) and even enemy TAG will think twice about poking its ugly head around the corner. Think of Ghulam Snipers in terms of area denial rather than offensive power - they might not be killing enemies, but the very possibility of a high-powered ARO with long range is going to keep enemy models from moving into his LoS. If you have nothing better, a Linked Sniper Rifle makes an acceptable offensive weapon for long-range engagements. Switching to regular Rifles will make sense once you close into their optimum range, provided the target is not heavily armored.
- 21/1 Heavy Machine Gunner. This is the cornerstone around which a Ghulam Link Team should be buildt, if it is to have reliable offensive power2. Long range, high Burst, excellent stopping power - this is the weapon you use to kill things. All kind of things.
- 25/0,5 Hacker. Well, he's not the best hacker we can field in QK, but he's inexpensive and thanks to WIP 14, noticeably better than almost any other basic infantry's Hacker. Plus, he's just as comeptent soldier as any Ghulam Rifleman. If you can squeeze him in a Link Team to give him 6th Sense L2, he's a viable option.
- 28/1 Missile Launcher gunner. With Link Bonus to Burst and Balisstic Skill, a Missile Launcher makes an effective weapon - kind of Panzerfaust with additional Blast Template and unlimited ammo. If you manage to score a hit with is, most targets are as good as gone. Scoring, however, might be problematic due to low Burst - keep in mind to use the distance to your advantage.

Hafza, disciples of the finest Military Academy in the Sultanate, make excellent field officers. They are the Link Team SuperGlue , which makes for their most useful ability: you can Link Hafza (one or more) with any linkable troop of Qapu Khalqi. This isn't much when you link them with Ghulam, but link them with, say, Jannissaries, and you might be getting a Link Bonuses of a 5-man Team for one copper fiq. Good infantrymen on their own, they make the best Lt option in QK due to their ability of hiding as somebody else (keep in mind they can also hide as "someone nasty you really don't want to mess with", like a HI with a heavy weapon, so your opponent will avoid him as a clear threat). Also, excellent ground to recruit a Husam SpecOps trooper. AVA 4 Linkable - with anything.

- 17/0 Rifleman. The cheapest option, and AFAIK most common. Used primarily to bolster Link Teams on a budget, even though he can look menacing (for example, holoprojecting as a Jannissary HMG) to keep enemy at bay.
- 17/0 Lieutenant (Rifle). A cheap (+4 pts over a Ghulam), effective (WIP 14) Lt. who can mask as another unit and join any Link Team? Yes please! Hafza officers are one of the most common Lt. choices in QK lists, and thanks to their Holoprojectors, Link Team protection and decent stats (plus the anonimity - it is the Lt, or just a Link fill-up?) they tend to have acceptable survival ratio.
- 20/0 Forward Observer. Apart of being useful in an ITS and Paradiso as an inexpensive Specialist Troop you could add to any Link Team, the FO has an excellent defensive weapon in the form of Flash Pulse - with WIP 14 he has a headlong start against most possible opponents, so there is a good chance for winning an FtF in ARO, and you may even blind the opponent for the rest of the turn...
- 23/1 Spitfire. Same as the Rifleman Hafza, but this fellow brings a small Squad Automatic Weapon for a small cost that can be either camouflaged or, which is more intersting, used to give a backup machinegun to an expensive Link Team intended for another task.
- 23/1 Lieutenant (Spitfire). While he brings the best combination of all, I'd consider him to be the most risky - the opponent will likely not know him to be your Lt, but he will want to have him down to get rid of that Spitfire. Still if you have some leftover points - why not?

Kaplan. Haqq is the faction of elite LI, and Kaplan are the most elite of them (also, most expensive, but you pay and they deliver!) with their own Doctors and Engineers, unparalelled BTS, and loads of hi-tech weaponary rarely seen in Haqqislam. Note that their Mimetism gives them a distinct edge in FtF shootouts (unless the enemy has MSV), and Courage keeps them cool under fire.
Keep in mind that Kaplan use CombiRifles instead of standard Haqq Rifle+light shotgun combo. While few will mourn the loss of the Light Shotgun (I like these, but I agree their use is highly situational), you have to keep in mind the Combi is vulnerable to EM weapons - just like Spitfire is. Luckily, Kaplan's massive BTS -6 is likely to mitigate this threat.
Your enemies will learn to fear the Sultan's Tigers. AVA 5 Linkable

- 23/0 ADHL gunner. This is the cheapest Kaplan option. And still viable. He has D-Charges, so he can perform demolition jobs and blow up the stuff he glued with the ADHL. Linked ADHL really makes for a nasty ARO.
- 24/0 Blitzen gunner. Same as above (save for D-Charges), these guys make the staple of a Kaplan Link Team. The difference - and choice - is yours, it really depends on preference: Blitzen has better range, and EM/2 warhead - makes for an excellent TAG, HI and REM stopper, but the downside being limited ammo (2 use only) and the fact some targets aren't vulnerable to EM. ADHL has unlimited ammo and is effective against everything, but big bad guys stand bigger chance agaisnt it, and the range's shorter.
- 27/0 ADHL Engineer. The best frontline Engineer in QK is a Kaplan, but basically this trooper is your standard ADHL Kaplan with additional training in Engineering. Take him, and he will be close to whatever needs defusing, repairing (keep in mind the Kaplan carry EM-vulnerable weapons - Combirifles, Spitfire and MSR), unlocking and what-not.
- 28/0 Blitzen Engineer. Same choice as before - you want to glue stuff down, or fry the fuses on hi-tech gizmos? Keep in mind this fella comes in with no D-Charges (a rare combination for an Engineer).
- 28/0 Blitzen Doctor. The Kaplan - as befits a Haqq unit - have their own medical support at hand. The Kaplan Doc is a good choice as a member of the team, as he'll be there to patch up any downed fellow Tiger (he's just as competent as most Haqq doctors, with WIP 14). Plus, he brings another Blitzen - really, jumping a Kaplan squad with a TAG or HI is asking for trouble...
- 29/1 Spitfire gunner. Kaplan use the small and maneuverable Spitfire as their Squad automatic Weapon. Since SAW is something a squad should be buildt around, I'd consider it an essential choice.
- 37/1.5 Multi Sniper Rifleman. Another weapon rarely seen in Haqq hands, the MSR is expensive, but in a link team it can inflict tremendous damage on any distant target. Thanks to decent BS and Mimetism, this fellow might even make sense as a lone sniper. Still, Kaplan aren't cheap, and I'd rather base a team around a Spitfire, plus Doc and Engineer and a pair of riflemen, with a mix of Blitzens and ADHL. And skip the Sniper as too expensive. But this is my personal opinion, the guy definitely has some potential.

Najjarun Engineer, well, he's an Engineer. 'Nuff said. AVA 1 Non-linkable

- 17/0 Engineer. The standard Haqq Engineer is plain vanilla - basically a Ghulam with D-Charges and training in Engineering, but he cannot link with Ghulam (or, in fact, anyone). On his own he doesn't have much chance and is generally overshadowed by the Kaplan as a combat engineer. Ah, but the Kaplan is 10-11 points more expensive, which makes a valid point. If you are on a budget, Najjarun is just as competent in jury-rigging stuff as the Kaplan (same WIP 14). Assign him a Nasmat Assistant REM, and he will do.

Odalisques. Gotta love the girls - they are your "pocket HI", with NWI (effectively 2 wounds - just watch out for Shock or Viral ammo - and build-in Courage), a choice of 360-Visor or 6th Sense L2, iKohl L3 (which makes them a real pain in CC - they don't excel in it, but generally nobody wants to engage in CC with them - I've witnessed Saito Togan swinging at one of them with an EX CCW and, after a few Orders worth of combat, ending with a pistol bullet between his eyes...). They can also form a Haris Link, and pack a good choice of weapons . You want to take the fight to the enemy, you will like them.
Keep in mind the Valour: No Wound Incapacipation means there is little point in wasting orders on administering medical aid to wounded Odalisques - a botched roll will kill them, without it they are still going and able to dispose of your enemies.
6th Sense L2 is usually preferred, save for Link Teams of 5 where 360 Visor is considered a viable choice (you get 6th Sense L2 from the link Team 4+ bonus). AVA 5 Linkable / Haris

- 24/0 Boarding Shotgun & Nanopulser. The cheapest package, then again, DAM 14 AP slugs and shotshells are nothing to whine at up close and personal. Useful for cleaning out rooms as described below (but gets more oomph than the Light Shotgun).
- 25/0 Rifle & Nanopulser. This package doesn't excel in anything, there is better range than with Boarding Shotgun, and the Light Shotgun comes in handy for room-to-room fighting - Nanopulser is nice, but gives you no chance of winning a Face-to-Face roll. Shotgun does, and still can affect multiple targets.
- 26/1 Haris, Rifle & Nanopulser. The special one - you need her if you want to field an extra team of 3 Odalisques, the Haris Team. This is a very useful option, allowing you to use the Girls as fast-moving, hard-hitting force in addition to another Link. Besides, she works just like her Rifle-packing colleague above.
- 25/0 SMG, Contender & Nanopulser. Excellent package for short-range engagements against light targets - the SMG has short range, but Rifle-equivalent of Burst and Damage, with a rare gift of Shock Ammo - overriding Dogged, No Wound Incapacipation, Shasvasti and so on. One-wound targets that get wounded with that stuff are, generally, dead. Dead as a dodo. No need to check on them or risking they will stand up again. The Contender is interesting as ARO weapon mainly - +1 B with DA ammo and Rifle ranges makes for a rude surprise agaisnt anyone trying to get at you.
- 31/1 Spitfire & Nanopulser. An essential package - this weapon allows the girls to effectively engage targets outside optimal Rifle ranges. Plus, when used from a Link or Haris Team it gets the Burst bonus. Weight of fire can force anyone down...

Husam SpecOps. Introduced to Paradiso Campaign and ITS Season 4, our SpecOp can come form one of the following backgrounds:
- 13/0 Ghulam Rifleman. Whatever has been said on Ghulam, can be repeated here. Ghulam are fine, and are the cheapest SpecOps optionfor us, but I wouldn't consider recruiting your Husam there.
- 17/0 Hafza Rifleman. All the advantages of a Hafza and then SpecOps bonuses on him? I consider it crazy good. We QK rely on Link teams - this fellow can be out in the field with any of these teams.
- 25/05 Hassassin Muyib Panzerfaust gunner. The most expensive, and while he comes with a bulid in Panzerfaust, I do include him here for completeness sake only. He cannot link with anything in QK.

Medium Infantry review:
A note on MI - I'm not a fan of them. Covering long distances with MOV 4-2 hurts your Order stack, and they don't bring the HI's resilience in exchange. They are too damn slow for me.
On the other hand, fielding a link team allows us for a greater economy of Order consumption - one Order moves a whole Link, up to 5 models.

Djanbazan. The strong arm of the Muhafiz, the Security and Intelligence Agency. Think of them as the Haqq counter-terrorist brigade. They kick doors and speak mean words - and have a well-earned reputation for going over the top. In my opinion the most useful of the MI bunch, especially the HMG gunner.
Their distinguishing features are Multi Spectral Visor L2 (actually, the only MSV in Haqq up to date) and trademark Regeneration. Keep in mind though their Regeneration succeeds 55% times, so if possible, you get a better chance with a Doctor. Regeneration does also include Shock Immunity. An ability often overlooked is Multiterrain - the Muhafiz shocktroopers can be equally at home under any conditions. AVA 5 Linkable

- 28/0 Rifleman. Not very interesting on his own, he does fill Djanbazan Link Teams though, although he could be competing with the cheaper Hafza for that role.
- 28/1 Lieutenant. He has to stand competition against Hafza Lt just the same.
- 32/0 Doctor. The Djan Doc is unique as the only QK doctor who can regenerate. Therefore when she's down, you have a chance of bringing her back - any other QK Doc would be out, and your force left with no medical support (well, unless you brought doctors to spare!). She's also indispensable if you want a Doc up front with your Djan link team.
- 33/0,5 Sniper. MSV L2 is an useful ability for a Sniper - no Camo or Smoke will stop his bullets. Regeneration is also very interesting here - the usual problem with snipers is that they tend to be located on some perch where a Doctor or a Nasmat REM can't get in any sensible time. Therefore, in most cases, a downed sniper is considered to be neutralized for good. The Djanbazan however can Regenerate from being Unconscious, and go back to shooting. This makes him an interesting choice even on his own.
- 36/1,5 Heavy Machine Gunner. The Djanbazan you do see most often - either as a cornerstone of a Djan link, or even on his own: the combination of MSV L2 and a HMG is a godsend when there are ODDs and TO Camos involved.
- 40/0,5 Hacker. Useful, if you want a hacker in the thick ofthings, accompanying your Djanbazan Link Team, but nothing special on her own.

Druze Shock Teams, are a bunch of tough bastards, who are pretty nifty in a long distance fight thanks to their X-visors. They have a very good ARM, 3 - if you position them in cover, and with clear field of fire, they become pretty effective defenders. AVA 4 Linkable

- 21/0 Rifleman[i]. He packs a DEP too, but I have yet to see the DEP being effectively used. The bread and butter of a Druze Link Team. He's not a bad shot, but nothing to write home about.
-[/i] 21/2 Lieutenant. Carries the same kit as the Rifleman, including DEP. In my opinion, he's barely worth mentioning - the SWC cost is high, his WIP is substandard. Competing against Hafza for a Lt. assignment, he's going to loose most of the time.
- 25/1,5 Grenadier. Good BS combined with X-visor make this fella an useful addition to a full Link Team, if you want to use Speculative Fire. For the same reason he's an useful choice on his own too, as the range penalties on LGL start pretty close, and X-visor allows to mitigate them a bit.
- 27/1,5 Spitfire gunner. The SAW of a Druze Link Team, and again takes advantage from the X-visor, though it is not as important as with DEP, LGL or even Combirifle.
- 33/0,5 Hacker. If you want a Hacker in a Druze Link Team, he's your man. Otherwise, skip him - his WIP is substandard, and he's slow like any MI.

Sekban. A volunteer special defensive force of the Caravansaries, they belong to the Navy's command. I'm not impressed by them: yes, they get Zero-G Terrain and 360-Visor. They work in Link Teams. They have as good ARM as the Druze, 3. They don't pay the shotgun tax, they bring Direct Template weapons instead - Chain Colts. But I seriosly can't see a role for them. They can form Link and Haris Teams, but - being MI - they are slow.
As a Link Team, they give acceptable performance, as a Haris - in my eyes, Odalisques are way better: faster and more resilient. While you could use Sekban as a defensive Haris Team, lack of 6th Sense L2 is likely to be their demise due to Combat Camo or Speculative Fire attacks. They are probably going to shine on a boarding action, however.
They also bring linkable AP Rifles on the cheap (Tristan).

Sekban are one of the newest units, and could be considered highly controversial - some folks say they are generally decent, but not outstanding, and thus overshadowed by other QK troops, while others defend their usefulness.AVA 5 Linkable / Haris

- 22/0 Boarding Shotgun & Chain Colt. A good choice of weapons for close quarters battle and room cleaning.
- 25/0 AP Rifle & Chain Colt. Better range than above, but is the edge given by AP Rifle worth the extra cost over a regular Rifle?
- 25/0 Lieutenant. He packs same weapon set as his subordinate above. An obvious choice, if you want a Lt. in your Sekban Team.
- 26/0 Doctor. He carries the Boarding Shotgun & Chain Colt too. It is always good to have a Doctor in the Link Team.
- 26/1 Haris. Packs the Rifleman's set. You have to field him if you want to field a Haris Team. Except for the fact I don't consider Sekban Haris Team a good choice.
- 29/1,5 Spitfire gunner. Always good to build a Link around a machinegun.
- 37/1,5 Heavy Rocket Launcher gunner. Okay, so it is the only HRL in QK, and it is an excellent weapon - especially if you give it to a Link Team... The fellow also carries an Assault Pistol for close-in encounters.

Heavy Infantry review:
They suffer from the same MOV 4-2 problem as the MI do (we don't have a MOV 4-4 HI like Asawira in QK) but they have 2 Wounds and good ARM - at least 3. This makes them pretty resilient to conventional damage. Naturally, EM becomes a threat, but EM weapons aren't all that popular, and our HI have reasonable BTS of -3 to protect them. I'd call it a fair exchange.

Azra'il, the disgraced Sultan's bodyguards, make our budget Heavy Infantry. And actually I like them. They pack a Swiss Army Knife assortment of weapons, but have to be mixed with Hafzas if you want a full Link. They bring HI resilience (2 Wounds, even if their ARM of 3 is equal to Druze & Sekban) and are way cheaper than our other HI. AVA 3 Linkable

- 36/0,5 Panzerfaust, AP Rifle & Light Flamethrower. This is a set that alllows him to threaten any target, provided the distance is right. The most universal loadout.
- 36/2 Spitfire gunner. Apparently the least popular, due to general high SWC cost of Azra'il Link Teams and the ease of substituting him with a Spitfire Hafza. Personally I do field him, as compared to a Hafza he gets a bit more accuracy and a lot more staying power.If I field a single Azra'il, it is usually this guy too.
- 41/1,5 Feuerbach gunner. He packs an Assault Pistol for those close ecounters too. This is an intersting, long ranged weapon with a punch (DAM 14 AP DA), and in a Link Team, the Burst isn't terribly low. Sometimes described as "Haqq MSR".

Janissaries. These are the guys who are apparently the most iconic - or sterotypical - Haqqislamite Heavy Infantry: big, mean Religious guys in HI armor. Well, apart from being Religious, they are indeed pretty vanilla. And it has been rightly observed that if you need the Janissary's Reliigious, then it means you're in deep trouble already: if you are in Retreat, and you still have a 45pts+ Janissary active, you likely don't have many models left... Unless you need Religious because you are in loss of Lieutenant.
The "Pain Train" of Janissaries - a Link Team - is going to be expensive. Other standard HI troops (including the vanilla Haqqislam's Ahl Faseed) include a cheaper profile armed with a boarding shotgun, excellent for building up the Link Team's strength. Here, you have two options: either use Janissary Riflemen for the full cost, or bring in some Hafzas that cost less than a half of these points... but doesn't have that resilience. AVA 5 Linkable

- 45/0 AP Rifleman. The basic grunt you want to use when filling up your Janissary Link Team (unless you prefer to go with Hafzas).
- 45/1 Lieutenant. Packs the same AP Rifle as the guy above. Now if you want a resilient Lt,, bringing in a Janissary to lo lead your force might be an idea - especially if you can hide him in a Link Team. There's SWC cost to that, but it is bearable.
- 47/2 Heavy Machine Gunner. Big, tall and nasty, he's good shot and you might want to take him solo, if you're not building a Link Team around him - but solo, he has a tough competition in the form of Mobile Brigada.
- 49/0 Doctor. Also packs AP Rifle. Apart from being a good addition to a Janissary Link Team, you might also want to take him solo: it is a tough, resilient Doc (thanks to his proper HI armor) who isn't going to panic when everybody else runs away or get disorganized (Retreat or LoL). This might give you a chance to get to your wounded and bring them back into the fight, perhaps making your force stick their head above the Retreat treshold and grasp the breath they need to fight on. I'd consider a Nasmat Assistant an essential add on for that purpose, as it is way faster - with MOV 4-2 the Janissary Doc is going to burn a lot of orders to get to his patients.

Mobile Brigada the oddbal Nomad HI make an interesting alterantive for the Janissaries, provided you aren't interested in fielding a HI Link Team. Having Courage instead of Religious, they aren't going to stay with you once the SHTF, but on the other hand they won't mind bullets bouncing off their armor. And regarding stats, they're almost identical (save for WIP, but that is understeandable). Keep in mind the Brigada carry knives, not CCW's like Janissaries, so in case of a Close Combat Janissary would be better. On the other hand, with PH 14 even a knifle isn't that bad. AVA 1 Non-linkable.

- 34/0 Boarding Shotgun. Having short range, this loadout makes little sense in QK (in Corregidor, it is an inexpensive way to build up a Link Team's strength).
- 43/0 MultiRifle & Light Flamethrower. One of the two LFT available to QK (the other one being Azra'il). And if you really want to have a MultiRifle on table, it ain't bad either.
- 43/0 Lieutenant. Packs the MultiRifle & LFT set. While his WIP is substandard in Haqq, he's just as resilient as Janissary Lt, but a bit cheaper, costs no SWC and - in my personaly opinion - better armed. Also, he's a highly unprobable Lt - difficult to guess since the revised rules no longer require to disclose Lt's WIP when rolling it before the game.
- 43/2 Heavy Machine Gunner. 4 Points cheaper than equivalent Janissary, and having Courage, while being just as good shot with the HMG - a better pick if you don't intend to build a Link Team around it.

Our Warbands are limited to

Yuan Yuan is pretty nifty if you consider him to be a Warband with AD rather than AD elite - which most AD are. Just drop him (I prefer AD 2 to AD 3, as it is not random- and not vulnerable to Hacking!) and let him rip thorough enemy Order Pool. Also, this is the only source of Smoke in QK. Occasionally, you will be able to get some useful bit of Booty (or scavenge it on the battlefield) but don't base your battleplan on it. Just be mean and nasty,and use his Imperous and Irregular to your advantage.
You have to declare spending an Order to stop Yuan Yuan's Impetous Order deployment (luckily, you can use his Irregular Order for that). The point is - your opponent will know there's Yuan Yuan in AD. You will have no element of surprise that is typical for most AD. You can, however, use it to your advantage as a Damocles' Sword3.

- 11/0 Chainrifle. There are two variants with either AP or Shock CCW. Personally I lean towards AP, as it will give some edge if there's and kind of body armor on the opponent. But if I were to hunt Shasvasti, Shock might be an option. Still, this is the cheapest and most obviously useful Yuan Yuan variant. You drop him, use Smoke to cover your approach and blast your targets (preferably Order Monkeys and medical / engineering specialists) with a Chainrifle. Occasionally you make Intuitive Attacks with it. Sometimes you charge into CC. If Yuan Yuan is still alive after that, rinse, repeat. If not - 11 points aren't going to be a big step towards your Retreat Treshold, losing an Impetous Irregular doesn't affect your Order Pool, and dead mercenaries don't come back to request their paycheck anyway. He's cheap, he's nasty, he's disposable.
- 11/3 Lieutenant. Packs a Chainrifle and Shock CCW and makes no sense in a QK list - you can't take an Irregular Lt unless the whole army is Irregular. Not to mention the SWC is a robbery. Skip it.
- 17/0 Rifleman. Let's be honest: Yuan Yuan are lousy shots. With BS 9 thay aren't likely to hit a broad side of a barn. You want a Rifle-armed AD trooper, you can have a Bashi Bazouk for the same 17 points. Well, no Smoke Grenades then.
- 19/0 Boarding Shotgun. Same problem as above, but less Burst, shorter range and even more expensive. Sure, within optimal range and with no FtF, even a Yuan Yuan can score some hits...

Our Skirmishers are limited to

al'Hawwa, the Naval Recon unit and apparently a kind of Haqq Air Marshalls. As Camo Infiltrators they are pretty competent and get the job done, but remember they are rather fragile - I have a low survival ratio in this unit. Then again, Naval Special Reconaissance is a risky business, and rescuing a downed Infiltrator usually means a long raid - and therefore tends to be abandoned as too hazardous.
Al'Hawwa shotgunners are a godsend in games with forward objectives requiring Specialist attention (in most cases both Hacker and Forward Observer count as Specialist). AVA 3 Non-Linkable

- 24/0 Forward Observer. He packs a Boarding Shotgun and D-Charges, and is an OK choice for a guy who is meant to jump things with his trusty Shotgun using Combat Camo. The Forward Observer allows him to point targets for Speculative Fire (which I consider to be too much fuss to try) or Guided Missiles (but this calls for a Shaytanyah REM and a rather specialized list). Flashpulsing from a distance - with his WIP 14 - remains an option, but for a general gaming I'd love a cheaper version without the FO skill and D-Charges (the Almighty knows what is the purpose of these...). However, in ITS Season 4 and Paradiso having a Specialist Troop (and FO is one) infiltrating near the objective can give your opponent a serious headache.
- 33/0 Hacker. Does pack Boarding Shotgun and D-Charges too, which makes for an useful combination: if you manage to Hack something, you can then walk to it and strap some explosives to it. Boom! He's as competent fighter as the FO variant, but having a Camo Infiltrating Hacker with the typical Haqq WIP of 14 makes for one of the most interesting Hackers in QK - in my opinion, the best one.
- 29/0,5 Sniper. She packs the standard Haqq Sniper Rifle and AP Mines, making her one of the two QK mine-equipped models (a Shihab REM variant being the other). I just can't get her working right, even though she is on-par with other Camo Infiltrator Snipers in terms of stats and equipment (barring army differences). I had to give her some practice: she's pretty effective with her Mines. Just as any other Camo Infiltrator with mines (plus her Haqq WIP boosts her chances in Intuitive Attacks against Camo Markers. Why she got a Sniper Rifle for that, remains a mystery - she's not remarkable with it, a plain Rifle or Boarding Shotgun like the other al'Hawwa carry would be far more useful. Or some other short-ranged weapon. But she is what she is, well... Think of her as of a Minelayer, not a Sniper, and use the Sniper Rifle only against targets of opportunity - when you have someone outranged, not facing you or simply desperate situation calls for desperate means.

Our REMs are the standard Haqq choice.
They do the job, though I envy other armies their specialized combat REMs like PanOceanian Armbots or Nomad Sputniks. REMs are usually fast and good in a given application, but not very universal. A few interesting points:

Fanous. This is the Mobile Repeater REM and a very cheap Order generator. AVA 3 Non-Linkable

- 8/0 Repeater. At MOV 6-6 it is the fastest thing we can field and- thanks to Multiterrain - isn't going to get stuck in some nasty stuff.. Unfortunately, it lacks any weaponary, so it has only one intended use - provide a mobile repeater. Unless you intend to go for a hacker-heavy list, it is best left home. As a cheap Order generator it competes with Kameel Minesweeper, which has some utility functions.

Kameel the Baggage REM. Just having it on table - active, that is - means your army counts as 20pts larger when calculating Retreat Treshold. Baggage skill allows it to run Casevac duties without worrying about casaulty's PH rating: yes, they can tow a TAG. And do whatever they can without dropping it. With ARM 2, they are more resilient than the rest of our REM - but slower. AVA 2 Non-linkable

- 8/0 Minesweeper. A cheap Order generator (just as cheap as a Fanous, but does also have other functions. On the other hand, Fanous is 50% faster), it does also provide the Minesweeper ability - it does not remove mines (Koalas, E/Maulers and other deployables) like Engineer would, but actuallt makes them change colours and work for you Since it is way cheaper than an Engineer, it is easier torisk and a lesser loss if the Minesweeper ability doesn't work.
- 13/0,5 EVO Repeater. If you want to seriously invest into info-warfare, this baby will be a great asset. The ability to guide a Yuan Yuan in more precisely is just an extra bonus - the real purpose is cutting down enemy BTS and helping threatening TAGs. If your list contains more than one Hacker, seriously ocnsider taking an EVO repeater.
- 22/0 Rifle, Light Shotgun, Total Reaction. Seriously now - I can't see much point in this one. No 360-visor, armament - unimpressive. And for 6/1 pts more you could have a Shihab. Maybe if you want to protect your rear-area from an AD raid. And I suppose an Armed Recovery unit for Casevac purposes would be better than unarmed.

Nasmat - these little wonders are Doctor's - and Engineers - best friends. AVA 2 Ghost: Servant

- 3/0 Ghost:Servant. Fluffwise there are different models to assist Doctors and Engineers, and even the models do differ, but game-wise it's all the same. You assign one ot your specialist and then he can be virtually in two places at once! However, using Nasmats is not exactly compatible with being in a Link Team, so it must be well planned. Be sure your Doctors and Engineers are equipped with Nasmats if they ooperate on their own - and consider doing so when they work in Link Teams too.
Rafiq. This is the Sensor / Forward Observer REM. AVA 1 Non-linkable.
- 22/0 Rifle+Light Shotgun, Sensor, Forward Observer. It is the standard Sensor REM like most armies use. Obviously, you can use it to Discover Camo Markers and to mark targets for Speculative Fire and Guided Missiles. It is also a Repeater. Not an alltogether bad bundle for 22pts, but I wouldn't call it a bargain either. Definitely useful if you go against a Camo-heavy army, and a good thing to have if you bring in a Shaytanyah REM.

Shaytaniah. Our Guided Missile REM. AVA 1 Non-linkable.

- 34/1 Guided Missile Launcher. That's it. Building a list around a GML requires to... build it for the purpose. A GML is a deadly weapon (anyone who has been on the receiving end can attest it) but it requires means to mark the targets - and we have no Hacking Device Plus access, so we would have to rely on old-fashioned Forward Observers and maybe a Fariq REM. So far, I didn't managed to build a GML list...

Shihab. Our Total Reaction REM - make excellent defenders, that's what they are meant for. And no one likes to mess with a Total Reaction, 360-Visored HMG, which makes Shihab excellent for area sefense. AVA 2 Non-linkable.

28/1 HMG & AP Mines. Basically a defender, one of the two models in QK with AP Mines (the other being al'Hawwa Sniper). I'd prefer this one because of the lower cost.
35/1 HMG & EM Light Grenade Launcher. The more expensive Shihab brings us a Speculative Fire EM weapon. The problem is, you have to be pretty lucky to lob a grenade over any serious distance.It eats a lot of orders and is less effective than we'd wish for. Short range does also make it a lousy ARO weapon... not to mention you already have a Total Reaction HMG at hand.

Our TAGs are of the light variety, so they fall down pretty easily. That's not a problem as long as you mind this and have something else up your sleeve. They are cheap enough to leave you room for that.

Iguana, a heavily modified Reptile-class TAG on rent from the Corregidor Jurisdictional Command. AVA 1 Non-Linkable.

- 73/2 Heavy Machine Gun & Heavy Flamethrower. Iguana is rather fragile for a TAG (2 STR, and is completely destroyed once it loses 2nd Wound - no Unconscious state for it). There's no point in trying to Repair it then, so unless you expect there will be EM or Glue there to stop it, don't bother bringing an Engineer for it. However, once the Iguana is out, it ejects the Iguana Operator, a pilot wearing HI armor and carrying the TAG's HMG. And while the Operator is active, he still generates a Regular Order and the TAG doesn't count as lost. So yeah, the opponent wasted your TAG. But the 73pts it was worth aren't counted against your Retreat treshold. Let him celebrate, in the meantime apply your backup attack force and get him. Iggy packs a classical TAG weapons package - a HMG and HFT (actually, the only HFT in QK). Interesting feature - it has a Repeater too, so if you have a Hacker on the board, you might pull some sheningans with this.

Scarface & Cordelia, Mercenary Armored Team, aka Psycho & His Fairy Godmother. You get them both for the price, they generate separate Orders, and aren't considered to be lost if at least one of them is still standing. AVA 1 Non-Linkable.

​- 69/1,5 Scarface, double Mk12, Panzerfaust. In his customized Ramhorn TAG, John "Scarface" Turner makes a point in being a disposable TAG choice. First, he has anger management issues (Frenzy) so he might be difficult to control. Besides he drives a rather unimpressive TAG: the twin Mk12 give him roughly a Spitfire's firepower if with HMG's stoppoing power. He's not a good shot either, BS 13 being the level of a typical HI. Yet, still a TAG, and you can perfectly afford to lose him if he makes a dent in the enemy force big enough. Then, like it was with Iguana, apply your secondary offensive element. He has a TAG's mobility, and resilience is on the level of a Gecko. One more thing - if the TAG is downed, Scarface will be prefectly willing to get out of the suit and blast someone with his trusty light shotgun. He's way better at this than other TAG pilots are, so let him.
- 0/0 Cordelia, Combi Rifle & ChainColt. She's not as good Engineer as Najjarun or Kaplans, but she has a good chance of survival. Still, she seems most useful providing repairs to her brother's TAG (assign her a Nasmat, it is legit) and keeping in the rear to prevent your opponent from claiming points from a destroyed Scarface.

The Tricks (to be updated)
1. Nasmat in a Link Team. Nasmat REM are extremally useful - and can be assigned to any Doctor or Engineer. Even in a Link Team. However, this is where things become hairy - a Nasmat can be assigned to a Link member, but it cannot be used by a Link member. as soon as you want the Nasmat to do anything - move, repair, Doctor, its operator is outta the Link.
Yes, it sounds nasty and unjust. But these are the rules.
Now, a question: what do we need a Nasmat for? The answer: to be - or to quickly get - the helping hand somewhere you can't get the Doc / engineer in person. Nasmats are faster than any of our Doctors or Engineers, and there is no range limit for operating them.
Here, it depends on your Link Team build.
If you have an offensive Link, you should be able to include Doctor into it. This way he'll be moving on with the team and be close to potential casaulties. What is the use for a Nasmat then, you'd ask.
A Nasmat is in this case posted in the rear, with your support troops, so in case they get sneakily attacked by AD or Infiltrator, once the survivors manage to fend off attacker, you can patch up the downed ones. You activate the Doc / Nasmat and make as many attempts at First Aid as required - yes, this drops you out of the link Team. Once you're done, you spend Lt's Order to reform the link with the Doc in again.
The same techique is useful for snipers hanging on a sniper's tower - somewhere high where you cannot send medical help because it would be too risky (too many Climb tests, too much ARO fire, or at least too many Orders required). just post a Nasmat in Total Cover near the sniper. If he buys a bullet, do as above - activate the Nasmat and heal him.
When you are using a defensive Link Team,it is a bit more complicated. In such case I'd rather keep the Doctor out of the Team, but close to it - therefore you wouldn't be forced to spend the Lt's Order re-linking the Doc every time you want to move the Nasmat around to assist your offensive models. Keeping the Doctor as a team's 5th member may make sense, if the offensive elements of your list aren't likely to require medical attention (because, for example, they are REM or Odalisques). Or you are really short on points / combat group spaces, and have to squeeze the Doc to have a full Link - in this case you simply accept the suboptimal solution of "linking and unlinking" as the price.

2. Offensive Link Teams and Defensive Link Teams. Since QK rely so much on their Link Teams, building them up is na essential skill. The first question you have to ask is what role you expect your LinkTeam to fulfill - either be offensive in nature (to take the fight to your enemy and operate primarily in your Active turn) or defensive (bunker up and block lines of sight with powerful AROs, also, generate Orders in your Active turn rather than spend them).
An Offensive Link Team should be buildt around a high-Burst weapon - the HMG is ideal, Spitfire does the job too. Using the Link bonuses, its gunner will be able to maximize the effect on your chosen target. There is little point in setting two such weapons in a Link - only oe can be used actively at any given moment. A Doctor is also a good addition.
A Defensive Link Team doesn't necessarily need a HMG - you assume that most of its actions will be in ARO, so Burst will be low, down to 2 (including a Link Bonus). This suggests Sniper Rifles - they are cheaper then HMGs yet just as good in ARO. In case of a Link Team, actually multiple weapons do make sense - all the members with LoS to the active model will react. Ghulam Missile Launcher or Sekban HRL do make a scary ARO weapons too, But I say you shouldn't rely on a single scary ARO weapon - a ML plus a sniper Rifle or two makes way more sense. Doctor can be useful, but isn't necessary.
You may, of course, build a Link that can serve both defensive and offensive purpose, acting as your backup active force. Or just allow it to be effective against a target of opportunity. However keep in mind that if you press your backup force into action, it usually means the primary force is down and out. Now it depends on game size and Link Team's worth - but it may mean you are in Retreat or too low on Orders and can't really act. This has to be taken into consideration - maybe it would be better to save some points by building a link as a purely Defensive one, and use them to strenghten up your offensive element?

3. Damocles' Sword. Our primary AD - the Yuan Yuan - lacks the element of surprise that is usually associated with AD troops. Simply - as Impetous troop, he has to either deploy at the very beginnig of your turn, or spend an Order to stop that deployment. And you have to declare spending that order - meaning that your opponent will know there's a Yuan Yuan in the air.
This could suggest that you should deploy him as soon as possible to make the biggest possible use of these 11 or so points. True, this is one option.
The other is a mind game - one of these we in QK are so known for. Damocles' Sword is a mythological reference - a sword hung over one Damocles' neck by a singe hair of a horse tail. A menace that can fall upon one in any moment and without warning.
If your opponent has been raided by a Yuan Yuan before, he will know how nasty this troop is. He will take precautions to prevent you from raiding his order pool, support troops, or main battle line from behind. This means - he will have to place troops on watch, covering the lines of approach, plant mines and so on. This means Orders spent on something else than attacking you or pressing mission goals, and troops that aren't supporting the mian task, for they are safeguarding landing zones. You aren't destroying the opposing force this way, but you are binding these enemy assets down - all with a 11pts model who does so by not being deployed.
Keep in mind that this is not a wonder trick - if you notice your opponent is not safeguarding against the attack, exploit the situation. If its all guarded and protected - keep it that way. Yuan Yuan may do the most for you by not doing anything.

4. The Funduq Body Shuffle. It is perfectly doable to have in your list 4 Hafza and up to 6 other, linkable troops - say, Djanbazan HMG (for anti-Camo work), Sekban HRL (for fiery template rain), Druze LGL (for Speculative Fire), Azra'il Feuerbach (for anti-TAG / anti-HI work), Kaplan Spitfire (for quick offensive operations) and Ghulam Doctor (just because), then switch who's in your Link Team every turn depending on the situation. This has, of couerse, its limitations, but on the other hand gives a very elastic Link Team combo - a tool for every job plus link bonuses.

--

From RR:

Thank you again to Errhile, i hope you all enjoy his work

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