Well, since the
CB Infinity forums are still down, I may as well do a quick run through of faction traits and units of note. Take with a little bit of salt, as I don't have an incredible amount of experience. Comments, crits, would be great, and would love to hear other people's opinions on units that I'm not able to tackle due to lack of experience.
HAQQISLAM (WIP)
The armed forces of Bourak are known for their excellent light infantry and superb morale. While Haqqislam units don't get as many high-tech toys to play with when compared to other factions, many Haqqislam units have access to unusual super-soldier style enhancements like Regeneration, Super-Jump, as well as the Relgious Troop troop trait. Conversely, Haqqislam's heavy infantry tend to be relatively average compared to other high tech factions. Haqqislam's dedication to medical science also means that the faction has the best availability of the doctor skill, allowing you to keep your forces in top condition. The higher than average willpower scores also mean that Haqq players have a higher chance of gaining the initiative and better chances of revealing enemy camouflage markers and impersonators.
While light infantry are comparatively fragile, they have a lot of offensive potential, allowing Haqq forces to play very aggressively, attempting to generate assymetrical trades whenever possible. Get it into your head that you're probably going to loose troops, and try to make sure that the other guy pays through the nose for each model that you lose. Frontline doctors (and medical remotes) can allow you to keep up the pressure, or you can save those points and use them instead on heavier weapons.
+Good Willpower & doctors
+Good light infantry
-less high-tech tricks
UNIT REVIEWS
These are based generally on units that I've used, proxied, or played against so it won't cover everything.
Basic cheerleaders
-NAFFATN
The Naffatn is an excellent example of the lethality of Haqq
LI. The most commonly used variant is the 12 point Rifle+Heavy Flamer loadout, as the
Str 14 large Fire template is ridiculously killy. The cascading nature of fire damage and the sure hit template (with a -6 dodge penalty) means that if you get the drop on a target, you're very likely to maul it. As an added bonus, Fire damage shuts down a lot of funky electronics like
ODD. As a basic order generating unit, Naffatns beat Ghulams hands down, being much more lethal, and cheaper. The 10 point Light Flamethrower loadout is much rarer to find in action, but if those extra points might get you an
HMG or other improvement elsewhere in your force, it might be worth considering. The Lt. option is not recommended as you have to pay 2
SWC for it. Consider only if you really want to hide your Lt., and you don't want/need to spend those points elsewhere in your list.
-GHULAM
The other common cheerleader for the Haqq army, the baseline Ghulam comes in at 13 pts, armed with a Rifle+Light Shotgun combo. Less deadly than the Nafftn and more expensive, they don't seem awesome until you consider the options and upgrades that Ghulam can field. Firstly, Ghulams are the cheapest Lt. option for Haqqislam, at 13pts/0
SWC, and their 14 willpower is already superior or equivalent to the willpower of good Lt options in other factions. Of course, if you bring a Ghulam as your Lt, it makes sense to field one or two others as decoys and order monkeys. Ghulams are also a budget option for doctors and hackers, allowing you to field these specialists on the cheap, though a lack of
BTS on the Ghulam means it doesn't really shine as a defensive hacker. They're also a decent platform for special weapons, though their low-average
BS 11 means they won't shine as heavy weapon troopers. Still, a Ghulam with a panzerfaust covering an ally is going to make even the hardiest
HI or
TAG take stock before daring to provoke an
ARO. Where the Naffatn are aggressive, look on the Ghulams more as a toolkit, either providing cheap orders and LT decoys, cheap specialists, or nasty
AROs.
Workhorse units
-DJANBAZAN
A very effective workhorse unit, the Djanbazan is Haqqislam's sole platform for
MSV 2, allowing it to spot and shoot camouflaged units with ease. Regeneration also gives the Djanbazan some durability, with a ~55% chance of him getting back up if the opponent doesn't use an order to finish him off. As if they weren't nasty enough, you can also give them Sniper Rifles or
HMGs, making them serious threats on the board. They're also durable platforms for the Hacker or Doctor skills, though with their 4-2 movement, they might be left behind by more aggressive forward units. Also an LT option for 1
SWC. Also, on a modelling note, the Djan sniper looks awesome, though
YMMV.
-HASSASSIN LASIQ
People hate these guys with good reason. Lasiqs are Haqqislam's main vector for viral ammunition, which rips through light infantry with ridiculous ease, and can disable special abilities such as V: Dogged or No-Wound Incapacitation, and the shapeshifting of Ariadna's Dog-Warriors. Though they move at a sub-par 4-2, their Climbing Plus allows them to scale walls and buildings. In a map with multi-level urban terrain, Lasiqs really shine as they can quickly seize commanding viewpoints.
CH:Mimetism gives them some protection in a shootout, and the X-Visor allows them to reduce range penalties.The Religious Troop trait almost seems an afterthought, but still useful in a close fight. The Viral Sniper Rifle and Viral Rifle loadouts are both nasty, with the rifle more suited to getting into the middle of the board, while the VSR really shines if it can control an entire fire lane.
-HASSASSIN MUYIB
The Muyibs are pretty much the poster boys of "deadly Haqqislam light infantry". An explosive toolkit of options, good stats, and the V: Dogged skill allows them to threaten just about anything on the board. V: Dogged allows a Muyib the potential to go on a rampage during the active turn ignoring its first wound (and then dropping dead at end of turn if still wounded). Just about every configuration fields some sort of explosive, whether it be the humble DEP, mines, panzerfausts, or D-Charges. Enemy
TAG? Bring out a panzerfaust or DEP. Enemy skirmishers? Lay down some viral mines. Clumps of infantry? Pop off a few shots with the grenade launcher, or send in a spitfire. The key of course is having the right configuration for the job. Also a decent platform for Lieutenants or a frontline Doctor with anti-armor capability. A Muyib Doctor can even enter a rampage using V

ogged, and then, before the end of his turn, can attempt to heal himself.
Heavies
-JANISSARY
Solid, reliable heavy infantry, built like a brick, and with the religious trait. Unlike the MultiRifles of other factions, the Janissaries carry
AP Rifles+Light Shotguns, which sacrifice the versatility of the Multi option for a higher
AP burst fire. Makes for a very durable Lt. or frontline doctor. Not as flashy as other the other factions' heavies, but they do their job well.
-AZ'RAIL
Another explosive toolkit. Not as heavily armored as Janissaries, Az'rails instead pack a plethora of weapons. The baseline Azrail packs an
AP Rifle + Light Flamethrower and a Panzerfaust, giving him an option against just about anything. The Az'rail Feuerbach is also carries a nasty anti-armor and
ARO weapon, and if the enemy gets too close for comfort, can whip out a surprisingly deadly assault pistol. Haven't tried the Spitfire Az'rail, but it doesn't seem to be impressive as the utility of the other loadouts.
-ASAWIRA
Lightning-fast, regenerating heavy infantry. High speed and regeneration allows you to be very aggressive with this
HI.
AP Rifles can put a dent on enemy TAGs or
HI and nanopulsers can bust up clumps of enemies or allow for speculative shots. Upgrading to a spitfire sacrifices
AP for higher strength damage and a larger burst. Another good platform for a frontline doctor or lieutenant, and especially notable as an Lt, as its high speed and regeneration allow you to make the most out of its extra order. However, if possible, hide it during your passive turn, as your opponent is likely to throw a lot of fire in its direction, and you cannot regenerate during your reactive turn.
Special purpose (to follow)
-HASSASSIN RAGIK
Airdrop goodness. What sets the Ragik apart from other airdropped units is the V: Dogged skill. While an airdrop behind the lines can be devastating to an enemy, all it takes is one lucky
ARO to bring down most drop infantry. The Ragik's Dogged trait makes it that much harder to put down, increasing the odds of a successful rampage through the enemy lines. For this role, people seem to swear by the
HMG Ragik, but it is pricy, and I still haven't tried to proxy the beast in.
-GHAZI MUTTAWIAH
At a mere 5 points each, these aggressive little warband units can be deadly to light and medium infantry, and irritating to heavy infantry, TAGs, and remotes. Irregular and Impetuous, these guys will throw themselves at the enemy at the first chance they get. Luckily they're armed to deal some damage, with a Chain Rifle, and the E/Marat, an EMP weapon that can disable enemy tech and immobilize
HI and TAGs. Another Haqq unit that actively hunts for asymmetric trades, Ghazis will surge forward, and if they can bag even just a cheerleader, you're probably already ahead. With sufficient terrain for Ghazis to maneuver through, don't be surprised if one of these can bag 5 times its weight in dead enemy points, and if they flame out and deal minimal damage, you've only lost a 5 point berserker who wasn't even adding to your normal order pool.
-HASSASSIN FIDAY
-TUAREG
-
AL'HAWWA