Natsymir

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About Natsymir

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  1. I agree, really, but I still wanted to discuss the semi-Rambos that we do have. There seem to be an emerging consensus that Tarik is the best. You mention some other good offensive pieces too. The Fidays, like most similar stuff, have a glass jaw, but sure, they can be devastating...last game, my Fiday brought down a Szalmandra in close combat...(that took a whole lot of luck, though)
  2. For the purpose of this post, just to be clear, I define a Rambo as a figure that's good at more or less singlehandedly breaking through enemy defenses, and get into spots where (s)he can crush them by winning face to face rolls. It's the kind of figure that your order monkeys exist to support, a wicked badass. Who's your favorite? I'm gonna go through some that I've tried, and list their pros and cons. Maghariba Guard: Con: It's so expensive that you basically have to build the list around it. Con: Has the usual TAG vulnerabilities (E/M, hacking, monofilament, close combat), I'd never bring it against Yu Jing. Con: Is manned, so no rerolling those failed Engineer rolls. Con: Enormous footprint. Neutral: To bring the 360 degree visor or not, that's the question. Pro: The usual TAG stuff. (High BS, high MOV, absolutely brutal weapon, can dominate the board like nothing else). Pro: Has a specialist inside. In summary, it's a good Rambo piece, but its cost and unwieldiness makes me play it relatively seldom. Janissary: In vanilla, these guys have nothing to offer compared to other Haqqislam Rambos. However, the Akbar doctor is unique in that nothing complements a brutal Rambo list like he does. I'll get back to him later. Tuareg: Con: Low BS. Con: Extreme glass jaw (1W, almost no armor). Con: No good Rambo weapons (that is, Burst 4 or brutal special ammunition). Pro: Good specialist options with ridiculously high WIP. Hacker profile is vulnerable to killer hacking, however. Pro: Can hidden deploy. Pro: Has mines for board control. Pro: Multiterrain, for good movement and stacking negative bonuses for the enemy. Pro: TO Cammo mods makes for good ability to win face to face rolls. In general, the Tuareg is more of a board control piece than a Rambo. (S)he can't reliably go on a rampage due to the extreme vulnerability to templates, or just the odd lucky enemy hit. Hassassin Ayyar: Con: No special movement skills. Con: No template weapons Con: No cube. Con: mediocre at close combat (though he has a knife, so he can do shock damage). Pro: Relatively good (and unique) weapon options. Pro: a ton of good special rules, in particular Specialist operative and Free agent. Pro: Surprise shot lvl 2 makes for brutal face to face rolls. Pro: Holoprojector lvl 2 is awesome in deployment, and great for clearing up mines and perimeter weapons. Pro: Two viral pistols is absolutely brutal within 8". The Ayyar is a good Rambo. The Shock Marksman rifle seem to be many's favorite profile, but I had great success with the Rifle+E/Mitter and DEP just today, taking out a Szalmandra TAG. Holoprojectors are awesome, as is Surprise Shot lvl 2. However, the Ayyar's lack of a Burst 4 weapon as well as template weapons is what more often makes me chose one of the last two on this list. Asawira: Con: No special movement skills (well, except for Assault and Kinematika). Con: Specialist profile has a lackluster weapon. Neutral: Frenzy. A mixed blessing, it can be detrimental, but by the time it kicks in, it's often very useful for the very thing that Rambos exist for: to run up and murder stuff. Pro: Very resilient, with Regeneration at PH14. Regeneration is generally insanely good on a 2-wound model. Pro: Haqqislam's best BS. Pro: Insanely high BTS makes viral, flash pulses, and much hacking things you can almost ignore. Pro: Awesome stats in general. Pro: Good Rambo weapon option (Spitfire). Pro: Has a nanopulser, so they can do Intuitive attack against markers. Pro: Is good at close combat and has the Assault and Kinematika skills, that ties very well into the whole Rambo thing. The Asawira is awesome. She can murder almost anything, survive almost everything, and is generally fearsome. Assault makes her ridiculously fun to use, too. She has a cube, so she can be paired up with a Janissary Akbar doctor for some extra insanity - you can risk those Akbar doctor rolls at 14 or below, because you can spend a command counter to reroll them if you fail. However, if you need your Rambo to be a specialist, a lone Asawira isn't the best choice. Tarik Mansuri: Con: Huge silhouette. Con: Decent, but not great, at close combat. Con: Can't be a specialist. Pro: Has both a nanopulser for intuitive attacks and grenades for speculative shots. Awesome. Pro: High MOV. Pro: Super-jump is awesome when you have two wounds and decent armor. Pro: Does insane amounts of damage in close combat, with Double Action weapon + Poison. Pro: 2 wounds and armor 3, yet he's Light Infantry, so he can't be hacked. Pro: Lieutenant profile has the best weapon. Pro: FATALITY LVL 2 Tarik is a beast. With his high movement and super-jump, he can get anywhere and get to anything, he's great at every range band within 24", does damage 15 and has double the crit chance with his spitfire, and is generally awesome at everything. He's not as resilient as the Maghbariba Guard, but far easier to move around, and lacks many of its vulnerabilities. While not as hard as the Asawira, he is almost her equal, and shines in the active turn with the great options that super-jump offers. He can be combined with an Akbar doctor, and he can be combined with a Farzan with Chain of Command to make devastating use of that lieutenant order. All in all, the Asawira of course shines in the Bahram link team, but in vanilla, Tarik would often be my first pick.
  3. Hafzas are amazing! They're a big part of why Haqqislam has the game's most impenetrable deployment zones. Though I must confess, I primarily use them to protect my Barid hacker lieutenant, because he's so obvious, so I just have a Hafza pretend to be a Barid, too. Another thing you can do is to disguise the Hafza as a scary heavy infantry, an Asawira or Janissary, to discourage an enemy from trying to approach that flank with something puny, like most airdrops. Or disguise him as something with a fearsome template or ARO weapon, like a Naffatûn or Muttawi'ah (or even a sniper in some cases) to again, discourage approach. You could also hide your lieutenant Hafza this way, by having him pretend to be a puny Daylami or a fearsome Janissaire. As others have already said, if you want an aggressive, heavily armed Hafza, it's best to conceal him as something puny, so the enemy doesn't except that Heavy Rocket Launcher or Spitfire. If you want to make good but cheap use of that lieutenant order, an Hafza lieutenant with spitfire combined with a Farzan Chain of Command could be an interesting combo. You can also use Hafza Forward Observers to disguise the fact that you have specialists. Disguise them as a Naffatûn or something, approach an objective cautiously, and make it seem like you're just going there to cover it. So you see, there's a lot you can do with Hafzas.
  4. Hassassin Fiday: Because Impersonation + Smoke, a knife and Martial Arts lvl 3 is so insanely fun to play. One day, one day, I will succeed in assassinating an infidel silently so that his comrades don't even notice it! Hunzakut Forward Observer: Seriously, this guy has everything, at only 18 pts. A cammo infiltrator with Flash pulse -and- Shotgun, for amazing AROs at several range bands, and with mines -and- repeaters for board control, -and- can grab objectives on top of that...amazing. His irregular status isn't even a drawback, as there's no chance you wouldn't wanna use him every turn. Ghazi Muttawi'ah: What is it with Haqqislam and troopers who have ALL THE EQUIPMENT? Tarik Mansuri Lieutenant w. Spitfire: Speaking of all the equipment...run him together with an Akbar doctor (as Tarik got a Cube, so you can easily take the 14/20 roll to Akbar doctor him up) and a Farzan Chain of Command, and unleash the super-jumping, fatality-inducing hot-blooded fury. He can murder things in face to face rolls, he can do three wounds in one swing in close combat, he can take a mine to the face and keep standing, he can do speculative shot with his grenades and intuitive attack with his nanopulser, and he can super-jump to get to you...no one is safe against Tarik. Hassassin Barid: "Not only am I a great hacker lieutenant, I'm also the game's best killer hacker (due to the Lightning program), I can shoot repeaters, and I'm so cheap that I'm an auto-include in every list. And you almost don't need to worry about the enemy hunting me down either, as you can have two of me, or make a Hafza or an Ayyar pretend to be me.) Intruder with HMG: The Best cammo hunter in the game. His high burst and good range band in combo with MSV2 and camouflage makes him capable at winning a face to face roll against any entrenched ODD/TO Cammo trooper, and he can easily get to where he's needed, too. Iguana: It's a TAG:..with a repeater. Meaning, every time the enemy try to airdrop or sneak in a hacker to possess or immobilise you, they get a killer hacker ARO blasting their brains out. Meteor Zonds: Speaking of repeaters...this is a combat-jumping one, with Forward Observer, Sensor and Sat-Lock.. Q-Drone: "I'm like every other faction's Total Reaction HMG bot, except, look, I got mimetism...for free." Med-Tech Obsidon Medchanoid: Not only does the model look completely swag, it's a DoctorEngineer with D-charges...for 23 pts. Avatar: This one shouldn't need an explanation, really, but it helps that it looks like it just escaped from Neon Genesis Evangelion. Proxy Mk.2: "I'm a BS13 TO cammo infiltrator sniper with No Wound Incapacitation and multi sniper rifle, for 24 pts...oh, and you can't hack my G:Jumper any longer."
  5. I think it's cool that Morats are gender-segregated, as it makes them different from other Infinity armies, but at the same time, their women look so cool, so I wish we got to see more of them. Some more (and improved) Zerat profiles would be awesome, for example. Or just models for the profiles that we already have, I mean, the Combi rifle + flame thrower profile is really interesting, and so is the Forward Observer with boarding shotgun and grenades.
  6. Hmm, I seldom have a problem with that, but we play with a lot of terrain. I often place him prone behind a wall in a house or on a roof, close to the enemy deployment zone, and try to cover the approach to him with some overlapping ARO (a sniper, for example). Even if I don't manage the latter, the opponent almost never seem to try and hunt him down, being more occupied with spending their precious orders on getting to objectives or bringing down my long-to-mid-range ARO figures (snipers, Warcor, Daylami, and the like). 2nd turn Fidays like this are also good in conjunction with a Minelayer Farzan, Al'Hawwa, Hunzakut, or Infiltrating Daylami, to give the enemy more bothersome mid-field targets to focus on. Also holoechoes, for fake ARO threats. Give the opponent enough trouble, and they often neglect to deal with the Fiday completely.
  7. I always chose seize deployment, so I frequently go second with my Fiday. Even if I run a dual Fiday list in Bahram, I'd still chose seize deployment rather than ensure I go first. My last game, I did chose seize initiative because I had a dual Fiday alpha strike list, and it backfired miserably. I'll basically never ever pick initiative again. It's just superior to get to chose your table side and deploy after your opponent. And in some scenarios, it's clearly better to get the last turn, so even if I chose seize deployment, I might get to go first anyhow. Fidays are perfectly fine if you go second. Even if I don't, I sometimes don't use my Fiday until the second turn. Fidays are often more useful for making your enemy burn orders, than as kamikaze assassins. If I go second, I tend to deploy them in one of four ways: 1: Prone in an inaccessible location, making it very costly in orders for the enemy to get to them. That way, they'll almost always be alive in my turn, and can move to strike. 2: Risk a roll to deploy in the enemy deployment zone (again, almost always prone), in some isolated location where the Fiday's ARO threaten some key enemy model (a sniper or an obvious lieutenant, for example), but there are not many other enemy models available to deal with the Fiday without burning lots of orders. In this scenario, always deploy within 2" of the enemy you want to kill, so you can chose between Engage and Shotgun ARO - or just Idle and hope they'll burn orders trying to discover you. Or even that they commit the terrible mistake of declaring Discover as their first short skill, before you declare your ARO. 3: Deploy the Fiday as area denial in some dangerous sniper nest or other obvious spot for enemy Infiltrators/TO cammo guys. Again, almost always prone. 4: In certain missions, like Rescue and the one where you can kill the enemy HVT, deploy the Fiday prone in an inaccessible location close to an obvious objective. Again, the goal is to force the enemy to either ignore the Fiday, or spend tons of orders on dealing with it. Perhaps needless to say, if you have this philosophy, the Fiday profile with antipersonnel mines is by far the best one.
  8. This is the ultimate Qapu Khalki link to my mind: Qapu Khalqi ────────────────────────────────────────────────── 5 HAFZA Rifle + Light Shotgun / Pistol, Knife. (0 | 16) HAFZA Rifle + Light Shotgun / Pistol, Knife. (0 | 16) JANISSARY Missile Launcher / Pistol, CC Weapon. (2 | 37) JANISSARY Akbar Doctor (MediKit) AP Rifle + Light Shotgun / Pistol, CCW. (0 | 41) JANISSARY HMG / Pistol, CCW. (2 | 40) 4 SWC | 150 Points Open in Infinity Army It's called the Janissary Pain Train, and is absolutely brutal. The trick is to never expose the Hafzas, and destroy things with the HMG in your active turn, while leaving the Missile Launcher for AROs in your reactive turn. Once a Janissary goes down, you can either heal them one wound on a 17 or less, or go for broke and heal them back up to two wounds on a 14 or less, with the Akbar doctor. If you want more specialists, you can give the Hafzas Forward Observer, or you can make the link even more resilient by adding a Janissary with Tinbots. Since most Link Teams have kind of a glass jaw, I love this link as they're so extremely resilient. They're a fearsome board presence, and Qapu Khalki have no problems backing them up with 150 points of cheap but useful figures and plenty of extra orders.
  9. Link Teams are good at winning face to face rolls, but they are very vulnerable to templates and tend to overextend themselves. Running a full five-man assault link of for example Muyibs or Janissaires can be quite challenging, as they're hard to maneuver up the board without leaving them in an exposed position. To quote Marduck, who won the 4th Interplanetario with Military Oders: "My understanding of the game is that anything outside of your deployment zone at the end of your turn is as good as dead. So either make sure it goes on a rampage, or make it back to your deployment zone. This is how I play this link." Considering this, a Ghulam link has several advantages. - It is so cheap that you can afford to place them all on ARO duty in your deployment zone, and they can pack quite a punch with missile launchers and sniper rifles. Burst 2 in ARO-missile launchers are terrifying for the opponent. - Yet, being Haqqislam, they also have access to great doctors. - They have almost as good equipment options as Muyibs, and more specialist options. This makes them the second best equipped link team in all of Haqqislam. - Should you still want to move them up the board, they're quite effective yet expendable. They are basically as survivable as Sekbans or Govads, and, as previously stated, has a great selection of weaponry. - There is a very brutal Haris link in Hassassin Bahram (the Asawira+Muyib-link), running a Ghulam link as your core leaves tons of points for this link as well as other dedicated assault pieces (A Fiday or an Ayyar, for example). In short, few factions has as good a Line troops link team as the Ghulam.
  10. here's one list based on my aforementioned doctrine. It could be more focused and optimized, for example using triple Farzan minelayers, but this seem more fun to play to me. The goal is -not- to engage in face to face rolls versus enemy link teams/rambos, we simply can't win that way. Rather, this list is for bleeding the enemy order pool by creating networks of mines, e/maulers, hackers and repeaters, and punishing vulnerable deployments with the fidays. The Govad HMG is there to take down entrenched snipers with cammo and similar things that a list like this could struggle with, but I wonder if it wouldn't be better to replace her with an extra Farzan minelayer. Also, don't forget that the Barid killer hacker is one of the best in the game, due to his special Lightning program that actually makes him able to win AROs against other killer hackers. Noor al-Donya Limited Insertion ────────────────────────────────────────────────── 10 RAGIK Hacker (Assault Hacking Device) Rifle + Light Shotgun / Pistol, CCW. (0.5 | 32) BARID Hacker (Hacking Device) Lieutenant Rifle + Pitcher / Pistol, Knife. (1 | 21) BARID Hacker (Killer Hacking Device UPGRADE: Lightning) Rifle + Pitcher / Pistol, Knife. (0 | 16) FIDAY Rifle + Light Shotgun, Antipersonnel Mines, Smoke Grenades / Pistol, AP CCW, Knife. (0 | 31) AL-DJABEL Rifle + Light Shotgun, Smoke Grenades / Pistol, Viral CCW, Knife. (0 | 35) ASAWIRA Doctor Plus (MediKit) AP Rifle + Light Shotgun, Nanopulser / Pistol, Shock CCW. (0 | 45) ASAWIRA (Fireteam: Haris) Spitfire, Nanopulser / Pistol, Shock CCW. (2 | 44) MUYIB (Minelayer) Rifle + Light Shotgun, D.E.P. Antipersonnel Mines, E/Mauler / Pistol, Knife. (0 | 24) FARZAN (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 23) GOVAD HMG / Breaker Pistol, Knife. (1.5 | 29) 5 SWC | 300 Points Open in Infinity Army
  11. Well, if we're talking Limited Insertion on both sides, Bahram has a few tools that can tip the scales a bit. But the thread opener was talking about a 10 orders Bahram list versus whatever, and in that case, Bahram don't stand a chance. The thing with Limited Insertion is that your enemy will more or less be forced to have gaps in his deployment. One or two Fidays and a Ragik hacker can make for an absolutely brutal alpha strike in this scenario. The Fidays should put down mines to fuck with Link Teams, and then either assassinate vulnerable troopers to order bleed the enemy, or re-impersonate to, again, cause order bleed. The Ragik is perfect for helping the Fiday to deal with HIs, or possessing whatever TAG the enemy might bring. A Barid lieutenant is almost a must, as he can spend his lieutenant order on Controlled Jump for the Ragik, to land close to whatever he needs to hack. We also have the boon of Doctor pluses in all serious Bahram links. The Muyib with E/Maulers is surprisingly useful in Limited Insertion scenarios, too. It's still going to be an uphill battle, but Bahram can do well in Limited Insertion - on the condition that the enemy is Limited Insertion, too.
  12. Sorry if I derail the thread completely, but whenever I play against Aleph, they seem to have almost as many orders as I do. They have 2X2 remotes (8 points), up to 6 Dakinis (13 pts), and 3 Thorakitai (12 points), and netrods to boot. That's just as cheap as Haqqislams cheapest regular orders, with plenty of Availability. Sure, because of Haqqislam's amazing irregulars, they tend to have a few guys more on the board, but really, I've never felt that Aleph is that order starved.
  13. I would absolutely not do it, for the very reasons you mention - Daylami and Muttawi'ahs are the best things that we got. We've also got a strong hacking game, but it takes cheap stuff like Barids, Leila Sharif and Fanous remotes to be effective. So running a list of just 10 orders with Hassassins is to cripple oneself severely. It's on the level that in a recent tournament that was not Limited Insertion, but with a tight time frame for each round, I elected not to play Bahram as their hordes takes too much time to manage. I instead ran vanilla with a Maghariba list (and still squeezed in some Daylami and Muttawi'ahs).
  14. Yeah, and to be there and be pretty. I realize she's not really needed in the list, but I just got the model so I really, really want to field her. Here's a new version, based on people's suggestions. The army I'm gonna face doesn't bathe in ODD/TO Cammo, so I swapped the Djanbazan sniper for some extra orders. Because I have so much heavy infantry, I also decided I wanted an extra doctor. The idea with Leila Sharif in the small combat group is that with her, I can always find a good use for a spare order or two (to Cybermask and move up the board, for example). Qapu Khalki Pain Train ────────────────────────────────────────────────── GROUP 19 1 1 JANISSARY Missile Launcher / Pistol, CC Weapon. (2 | 37) JANISSARY Akbar Doctor (MediKit) AP Rifle + Light Shotgun / Pistol, CCW. (0 | 41) JANISSARY HMG / Pistol, CCW. (2 | 40) HAFZA Rifle + Light Shotgun / Pistol, Knife. (0 | 16) HAFZA Rifle + Light Shotgun / Pistol, Knife. (0 | 16) MOBILE BRIGADA Hacker (Hacking Device) Combi Rifle / Pistol, Knife. (0.5 | 43) GHULAM Doctor Plus (MediKit) Rifle + Light Shotgun / Pistol, Knife. (0 | 16) NASMAT Electric Pulse. (0 | 3) NASMAT Electric Pulse. (0 | 3) FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) ALGUACIL Lieutenant Combi Rifle / Pistol, Knife. (1 | 10) YUAN YUAN Chain Rifle, Smoke Grenades / Pistol, Shock CCW. (0 | 8) GROUP 23 2 LEILA SHARIF Hacker (Killer Hacking Device) Shock Marksman Rifle, D-Charges / Breaker Pistol, Knife. (0 | 20) GHULAM Sniper Rifle / Pistol, Knife. (0.5 | 16) FANOUS REMOTE Flash Pulse, Sniffer / Electric Pulse. (0 | 8) WARCOR (Aerocam) Flash Pulse / Stun Pistol, Knife. (0 | 3) BASHI BAZOUK Submachine Gun, Chain-colt / Pistol, CC Weapon. (0 | 12) 6 SWC | 300 Points Open in Infinity Army
  15. nah, Muttawi'ahs are the absolutely worst at dealing with snipers with shock ammo and MSV2!