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Made in us
Fresh-Faced New User




Hey everybody,

So I am thinking of buying a Haqqislam Vanilla force of 300 Points, and I was just needing some assistance in creating the fireteams and some troops that I should maybe take out and then also troops that are a "MUST BE ADDED"

I feel pretty confident in the list, but I know there are sure to be some weak points, and I'm not sure on how I should set up the fireteams since I'm at about 13 troops.
I was also thinking of maybe replacing the Ragik and Mutta with Husam Yasbir (Infiltration), but I'm not sure, would it be better? Or should I go for the extra 2 orders.
All feedback is appreciated! Thank you!

Ghulam (FO) 0-13
Ghulam (FO) 0-13
Ghulam (FO) 0-13
Naffatun (Heavy Flame Thrower) 0-13
Hunzakut (FO) 0-18
Ragik (Boarding Shotgun) 0-25
Lasiq (Viral Sniper) 1.5-26
Barid (Hacker+FO) 0.5-23
Djanbazan (HMG) 1.5-35
Azra'il (HMG) 2-38
Janissary (Doctor) 0-41
Janissary (Lieutenant) 0.5-36
Muttawi'ah (Chain) 0-5

6.0 SWC-299 Points
13 Orders (11 Regular-2 Irregular-1 Impetuous)
   
Made in au
Norn Queen






A couple of things first.

You're talking about fireteams, but you're designing a vanilla list. Fireteams are an actual rule in the game, which is something that allows units to link together for various bonuses and order efficiency. Vanilla lists cannot form these. Just an FYI. If you just meant little groups of models that would stick together for mutual support, then that's entirely different and a good way to go about list building. ALso, you have 13 models, so you could also be talking combat groups, which max at 10? I'll get to that later.

Another is the idea of units that must be added. There are no must have units. There are units that offer lots of flexibility and fit into lots of lists, and units that are quite situational that don't fit into as many, but must haves and never take units don't really exist in this game. It all boils down to playstyle. While it's possible to still build a dud list, the individual units themselves are all quite viable, it just depends on how you intend them to work together and how you personally lay your lists. This makes it hard for people to give advice on a list because they might simply not like a unit due to playstyle.

With that out of the way, on to the units. Cheerleaders first.

You have a good core with 3 Ghulam FO's and a Naffatun. Ghulam are great line infantry, and their light shotgun makes them very good at close range. Making them FO's makes them great backup specialists too. The Naffatun is a great model to plonk in your DZ in case they drop an AD or Hidden Deployment model in there.

On to specialists. The Hunzakut FO is a good specialist. Not fantastic now that the grenade launcher was moved to another profile, but cheap and effective.The Barid Hacker/FO is a fantastic, cheap specialist. He can accomplish FO and Hacker objectives, and has a Regular hacking device with Markers which can extend his reach. Fantastic unit. The Jannisary Doctor is one of the best Doctors in the game - 2 wounds, high ARM, high WIP, decent gun and BS, and the games only Akbar Doctor. You won't get much mileage out of that specific skills bonus, as your only other 2W model is your Lt, and you don't want him getting KO'd in the first place, but he's Doctoring anything else on a 17, which is amazing.

On to the attacking units. I'm personally not a huge fan of a Ragik BS. I prefer a Rifle/Light Shotgun, which gives you similar short range firepower with an added Rifle. But that's me. Lasiq Viral Sniper is amazing, but is going to be public enemy number 1 due to its lethality. Be careful with it and it will kill a lot.

Djanbazan is a great camo hunter with MSV 2 and a HMG. The Azra'il is a great defensive piece, with high ARM and (apparently now) an AP HMG. Active turn it has long reach, high burst and does great damage, then throw it in Suppressive Fire mode for the reactive turn. I'd be careful here - it might be bumping up a couple of points with a profile update, which will put you over 300pts. The Ghazi Muttawi'ah is a nice little distraction unit. If your opponent ignore it, it has several tools that can do a lot of damage. It's chain rifle can take out a cluster of light infantry, or its E/Marat can IMM-2 a cluster of heavy infantry or a TAG. Its Jammer can Isolate a key unit like a Lieutenant. A steal for 5pts, just hard to control with Extremely Impetuous.

For combat groups, you have two defensive units, the Lasiq Sniper and Azra'il HMG. Neither of these will move often, as both have guns with range bands that get worse as they push up the table. Both of these are better off parking in a nice spot early, or requiring little in the way of movement, and an Irregular unit that doesn't contribute to your order pool.

My combat group suggestion would be to put the Azra'il, Laziq and Ghazi in a second combat group. If you want potential extra orders for initial positioning of the defensive units, put one of the Ghulam in as well and use a command token to move it back to the main group if you didn't need the order. That will give the Ghazi a small order pool to use if you get a juicy opportunity target.

   
 
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